"use strict"; game.import("mode", function (lib, game, ui, get, ai, _status) { return { name: "versus", init: function () { if (get.config("versus_mode") == "jiange") { lib.characterPack.mode_versus = lib.jiangeboss; } else if (get.config("versus_mode") == "siguo") { lib.characterPack.mode_versus = { tangzi: ["male", ["wei", "wu"].randomGet(), 4, ["xingzhao"], []], liuqi: ["male", ["shu", "qun"].randomGet(), 3, ["wenji", "tunjiang"], []], }; for (var i in lib.characterPack.mode_versus) { lib.character[i] = lib.characterPack.mode_versus[i]; } delete lib.character.sp_liuqi; delete lib.character.xf_tangzi; lib.cardPack.mode_versus = ["zong", "xionghuangjiu", "tongzhougongji", "lizhengshangyou"]; lib.translate.mode_versus_character_config = "四国武将"; } if (!lib.cardPack.mode_versus) { delete lib.card.zong; delete lib.card.xionghuangjiu; delete lib.card.tongzhougongji; delete lib.card.lizhengshangyou; } }, start: function () { "step 0"; _status.mode = get.config("versus_mode"); if (_status.connectMode) _status.mode = lib.configOL.versus_mode; if (_status.brawl && _status.brawl.submode) { _status.mode = _status.brawl.submode; } if (lib.config.test_game) { _status.mode = "standard"; } "step 1"; var playback = localStorage.getItem(lib.configprefix + "playback"); if (playback) { ui.create.me(); ui.arena.style.display = "none"; ui.system.style.display = "none"; _status.playback = playback; localStorage.removeItem(lib.configprefix + "playback"); var store = lib.db.transaction(["video"], "readwrite").objectStore("video"); store.get(parseInt(playback)).onsuccess = function (e) { if (e.target.result) { game.playVideoContent(e.target.result.video); } else { alert("播放失败:找不到录像"); game.reload(); } }; event.finish(); return; } if (_status.connectMode) { game.waitForPlayer(function () { switch (lib.configOL.versus_mode) { case "1v1": lib.configOL.number = 2; break; case "2v2": lib.configOL.number = 4; break; case "3v3": lib.configOL.number = 6; break; case "4v4": case "guandu": lib.configOL.number = 8; break; } }); } else if ( _status.mode == "jiange" || _status.mode == "siguo" || _status.mode == "four" || _status.mode == "guandu" ) { if (_status.mode == "four" && !get.config("enable_all_cards_four")) { lib.card.list = lib.cardsFour; game.fixedPile = true; } else if (_status.mode == "siguo") { for (var i = 0; i < lib.card.list.length; i++) { switch (lib.card.list[i][2]) { case "tao": lib.card.list[i][2] = "zong"; break; case "jiu": lib.card.list[i][2] = "xionghuangjiu"; break; case "wuzhong": lib.card.list[i][2] = "tongzhougongji"; break; case "wugu": case "taoyuan": lib.card.list[i][2] = "lizhengshangyou"; break; } } } else if (_status.mode == "guandu") { for (var i = 0; i < lib.card.list.length; i++) { switch (lib.card.list[i][2]) { case "jiu": lib.card.list[i][2] = "xujiu"; break; case "wugu": lib.card.list[i][2] = "tunliang"; break; case "nanman": lib.card.list[i][2] = "lulitongxin"; break; case "taoyuan": case "shandian": lib.card.list[i][2] = "yuanjun"; break; case "muniu": lib.card.list.splice(i--, 1); break; } } } game.prepareArena(8); } else if (_status.mode == "two") { game.prepareArena(4); } else if (_status.mode == "endless") { game.prepareArena(2); } else if (_status.mode == "three") { if (lib.character.wenpin) lib.character.wenpin[3] = ["zhenwei_three"]; if (lib.character.zhugejin) lib.character.zhugejin[3] = ["hongyuan", "huanshi_three", "mingzhe"]; if (lib.character.key_yuzuru) { lib.character.key_yuzuru[2] = 4; lib.character.key_yuzuru[3] = ["yuzuru_bujin"]; } if (lib.character.guanyu) lib.character.guanyu[3] = ["wusheng", "zhongyi"]; if (lib.character.lvbu) lib.character.lvbu[3] = ["wushuang", "zhanshen"]; if (lib.character.xiahoudun) lib.character.xiahoudun[3] = ["ganglie_three"]; if (!get.config("enable_all_cards")) { lib.translate.wuzhong_info += "若对方存活角色多于己方,则额外摸一张牌"; lib.translate.zhuge_info = "锁定技,出牌阶段,你使用杀的次数上限+3"; lib.card.list = lib.cardsThree; game.fixedPile = true; } else if (Array.isArray(lib.config.forbidthreecard)) { for (var i = 0; i < lib.card.list.length; i++) { if (lib.config.forbidthreecard.includes(lib.card.list[i][2])) { lib.card.list.splice(i--, 1); } } } ui.create.cardsAsync(); game.finishCards(); } else { if (lib.storage.choice == undefined) game.save("choice", 20); if (lib.storage.zhu == undefined) game.save("zhu", true); if (lib.storage.noreplace_end == undefined) game.save("noreplace_end", true); if (get.config("first_less") == undefined) game.saveConfig("first_less", true, true); if (lib.storage.autoreplaceinnerhtml == undefined) game.save("autoreplaceinnerhtml", true); if (lib.storage.single_control == undefined) game.save("single_control", true); if (lib.storage.number == undefined) game.save("number", 3); if (lib.storage.versus_reward == undefined) game.save("versus_reward", 3); if (lib.storage.versus_punish == undefined) game.save("versus_punish", "弃牌"); if (lib.storage.replace_number == undefined) game.save("replace_number", 3); switch (lib.storage.seat_order) { case "交叉": lib.storage.cross_seat = true; lib.storage.random_seat = false; break; case "随机": lib.storage.cross_seat = false; lib.storage.random_seat = true; break; default: lib.storage.cross_seat = false; lib.storage.random_seat = false; } game.save("only_zhu", true); ui.wuxie.hide(); ui.create.cardsAsync(); game.finishCards(); } // game.delay(); "step 2"; if (!_status.connectMode && _status.brawl && _status.brawl.chooseCharacterBefore) { _status.brawl.chooseCharacterBefore(); } if (_status.connectMode) { if (_status.mode == "guandu") { for (var i = 0; i < lib.card.list.length; i++) { switch (lib.card.list[i][2]) { case "jiu": lib.card.list[i][2] = "xujiu"; break; case "wugu": lib.card.list[i][2] = "tunliang"; break; case "nanman": lib.card.list[i][2] = "lulitongxin"; break; case "taoyuan": case "shandian": lib.card.list[i][2] = "yuanjun"; break; case "muniu": lib.card.list.splice(i--, 1); break; } } } if (lib.configOL.versus_mode == "1v1") { game.randomMapOL("hidden"); } else { game.randomMapOL(); } } else if (_status.mode == "guandu") { var list = [ ["zhu", "ezhu", "ezhong", "zhong", "ezhong", "zhong", "zhong", "ezhong"], ["zhu", "ezhong", "zhong", "ezhu", "ezhong", "zhong", "ezhong", "zhong"], ["zhu", "ezhong", "zhong", "ezhong", "zhong", "ezhong", "zhong", "ezhu"], ["zhu", "ezhu", "zhong", "ezhong", "zhong", "ezhong", "zhong", "ezhong"], ["zhu", "ezhong", "zhong", "ezhong", "zhong", "ezhu", "zhong", "ezhong"], ].randomGet(); var side = true; var num = Math.floor(Math.random() * 8); list = list.splice(8 - num).concat(list); _status.firstAct = game.players[num]; for (var i = 0; i < 8; i++) { if (list[i][0] == "e") { game.players[i].side = side; game.players[i].identity = list[i].slice(1); } else { game.players[i].side = !side; game.players[i].identity = list[i]; } if (game.players[i].identity == "zhu") { game[game.players[i].side + "Zhu"] = game.players[i]; game.players[i].isZhu = true; } game.players[i].setIdentity(game.players[i].identity); game.players[i].node.identity.dataset.color = get.translation( game.players[i].side + "Color" ); game.players[i].getId(); } game.chooseCharacterGuandu(); } else if (_status.mode == "four") { _status.fouralign = [0, 1, 2, 3, 4]; var list = [ ["zhong", "ezhong", "ezhong", "zhong", "zhong", "ezhong", "ezhong", "zhong"], ["zhong", "ezhong", "zhong", "ezhong", "ezhong", "zhong", "ezhong", "zhong"], ["zhong", "ezhong", "ezhong", "zhong", "ezhong", "zhong", "zhong", "ezhong"], ["zhong", "ezhong", "zhong", "ezhong", "zhong", "ezhong", "zhong", "ezhong"], ["zhong", "ezhong", "ezhong", "zhong", "ezhong", "zhong", "ezhong", "zhong"], ][_status.fouralign.randomRemove()]; var rand1 = Math.floor(Math.random() * 4); var rand2 = Math.floor(Math.random() * 4); for (var i = 0; i < list.length; i++) { if (list[i] == "zhong") { if (rand1 == 0) { list[i] = "zhu"; } rand1--; } else { if (rand2 == 0) { list[i] = "ezhu"; } rand2--; } } for (var i in lib.skill) { if (lib.skill[i].changeSeat) { lib.skill[i] = {}; if (lib.translate[i + "_info"]) { lib.translate[i + "_info"] = "此模式下不可用"; } } } var side = Math.random() < 0.5; var num = Math.floor(Math.random() * 8); list = list.splice(8 - num).concat(list); _status.firstAct = game.players[num]; for (var i = 0; i < 8; i++) { if (list[i][0] == "e") { game.players[i].side = side; game.players[i].identity = list[i].slice(1); } else { game.players[i].side = !side; game.players[i].identity = list[i]; } if (game.players[i].identity == "zhu") { game[game.players[i].side + "Zhu"] = game.players[i]; game.players[i].isZhu = true; } game.players[i].setIdentity(game.players[i].identity); game.players[i].node.identity.dataset.color = get.translation( game.players[i].side + "Color" ); game.players[i].getId(); } game.chooseCharacterFour(); } else if (_status.mode == "two") { for (var i = 0; i < game.players.length; i++) { game.players[i].getId(); } game.chooseCharacterTwo(); } else if (_status.mode == "endless") { game.chooseCharacterEndless(); } else if (_status.mode == "siguo") { var list = ["wei", "wei", "shu", "shu", "wu", "wu", "qun", "qun"].randomSort(); for (var i = 0; i < game.players.length; i++) { game.players[i].side = list[i]; game.players[i].identity = list[i]; game.players[i].setIdentity(list[i]); game.players[i].node.identity.style.display = "none"; game.players[i].getId(); game.players[i].node.action.innerHTML = "即将
获胜"; game.players[i].node.action.style.letterSpacing = "0px"; game.players[i].node.action.style.lineHeight = "22px"; game.players[i].node.action.style.top = "3px"; game.players[i].node.action.style.right = "3px"; } game.chooseCharacterSiguo(); } else if (_status.mode == "jiange") { var list = ["shumech", "shu", "shuboss", "shu", "wei", "weiboss", "wei", "weimech"]; var pos = Math.floor(Math.random() * 8); for (var i = 0; i < 8; i++) { var j = pos + i; if (j >= 8) { j -= 8; } if (list[i][0] == "w") { game.players[j].side = true; game.players[j].setIdentity("wei"); game.players[j].identity = "wei"; } else { game.players[j].side = false; game.players[j].setIdentity("shu"); game.players[j].identity = "shu"; } if (list[i].indexOf("mech") != -1) { game.players[j].type = "mech"; } else if (list[i].indexOf("boss") != -1) { game.players[j].type = "boss"; } else { game.players[j].type = "human"; } game.players[i].getId(); } game.chooseCharacterJiange(); } else if (_status.mode == "three") { game.chooseCharacterThree(); } else { game.chooseCharacter(); } "step 3"; var players = get.players(lib.sort.position); var info = []; for (var i = 0; i < players.length; i++) { info.push({ name: players[i].name1, name2: players[i].name2, identity: players[i].node.identity.firstChild.innerHTML, color: players[i].node.identity.dataset.color, }); } _status.videoInited = true; if ( _status.mode == "four" || _status.mode == "jiange" || _status.connectMode || _status.mode == "two" || _status.mode == "siguo" || _status.mode == "endless" ) { info.push(false); } else if (_status.mode == "three") { info.push(true); } else { info.push(lib.storage.single_control && game.players.length >= 4); } game.addVideo("init", null, info); event.trigger("gameStart"); if (_status.connectMode) { if (_status.mode == "1v1") { _status.first_less = true; game.gameDraw(_status.firstChoose.next); game.phaseLoop(_status.firstChoose.next); } else if (_status.mode == "2v2" || _status.mode == "3v3") { _status.first_less = true; var firstChoose = _status.firstAct || game.players.randomGet(); if (firstChoose.next.side == firstChoose.side) { firstChoose = firstChoose.next; } game.gameDraw(firstChoose, function (player) { if (lib.configOL.replace_handcard && player == firstChoose.previousSeat) { return 5; } return 4; }); game.phaseLoop(firstChoose); } else if (_status.mode == "guandu") { game.gameDraw(_status.firstAct); game.phaseLoop(_status.firstAct); } else if (_status.mode == "4v4") { game.gameDraw(_status.firstAct, function (player) { if (player == _status.firstAct.previousSeat) { return 5; } return 4; }); game.replaceHandcards(_status.firstAct.previous, _status.firstAct.previous.previous); game.phaseLoop(_status.firstAct); } event.finish(); } else { if (_status.mode == "guandu") { game.gameDraw(_status.firstAct, 4); game.phaseLoop(_status.firstAct); } else if (_status.mode == "two") { _status.first_less = true; _status.first_less_forced = true; var firstChoose = _status.firstAct; game.gameDraw(firstChoose, function (player) { if (player == _status.firstAct.previousSeat && get.config("replace_handcard_two")) { return 5; } return 4; }); game.phaseLoop(firstChoose); } else if (_status.mode == "endless") { _status.first_less = true; _status.first_less_forced = true; var firstChoose = _status.firstAct; game.gameDraw(firstChoose); game.phaseLoop(firstChoose); } else if (_status.mode == "four") { game.gameDraw(_status.firstAct, function (player) { if (player == _status.firstAct.previousSeat) { return 5; } return 4; }); if ( game.me == _status.firstAct.previous || game.me == _status.firstAct.previous.previous ) { game.me.chooseBool("是否置换手牌?"); event.replaceCard = true; } } else if (_status.mode == "siguo") { _status.siguoai = [ [-7.5, -2, 0, -4.5, -6, -7.5], [-7.5, -2, 0, -4.5, -6, -7.5], [-6, -6, -1, -4.5, -6, -7.5], [-6, -3, 0, -3, -3, -6], [-6, -3, 0, -3, -3, -6], [-6, -6, -6, -6, -6, -6], ].randomGet(); var firstChoose = _status.firstAct; game.gameDraw(firstChoose); game.phaseLoop(firstChoose); } else if (_status.mode == "jiange") { var firstAct; for (var i = 0; i < game.players.length; i++) { if (game.players[i].type == "mech" && game.players[i].group == "wei") { firstAct = game.players[i]; break; } } _status.actlist = [ firstAct, firstAct.next, firstAct.previous, firstAct.next.next, firstAct.previous.previous, firstAct.next.next.next, firstAct.previous.previous.previous, firstAct.next.next.next.next, ]; game.gameDraw(firstAct); game.phaseLoopJiange(); } else if (_status.mode == "three") { var firstAct; if (_status.color) { firstAct = game.enemyZhu; } else { firstAct = game.friendZhu; } game.gameDraw(firstAct, 4); game.addGlobalSkill("autoswap"); if (lib.config.show_handcardbutton) { ui.versushs = ui.create.system("手牌", null, true); lib.setPopped(ui.versushs, game.versusHoverHandcards, 220); } game.phaseLoopThree(firstAct); } else { var firstAct; if (lib.storage.zhu) { _status.currentSide = true; firstAct = _status.currentSide == game.me.side ? game.friendZhu : game.enemyZhu; } else { if (!lib.storage.cross_seat && !lib.storage.random_seat && lib.storage.number > 1) { for (var i = 0; i < game.players.length - 1; i++) { if (game.players[i].side != game.players[i + 1].side) { var actcount; if (Math.random() < 0.5) { actcount = i; } else { if (i >= lib.storage.number) { actcount = i - lib.storage.number; } else { actcount = i + lib.storage.number; } } if (actcount > 0) { actcount--; } else { actcount = game.players.length - 1; } firstAct = game.players[actcount]; break; } } } else { firstAct = game.players[Math.floor(Math.random() * game.players.length)]; } } game.gameDraw(firstAct, 4); _status.first_less = true; _status.round = 0; if (lib.storage.single_control) { game.addGlobalSkill("autoswap"); if (game.players.length > 2 && lib.config.show_handcardbutton) { ui.versushs = ui.create.system("手牌", null, true); lib.setPopped(ui.versushs, game.versusHoverHandcards, 220); } } _status.enemyCount = ui.create.system("杀敌: " + get.cnNumber(0, true), null, true); _status.friendCount = ui.create.system("阵亡: " + get.cnNumber(0, true), null, true); lib.setPopped(_status.friendCount, game.versusHoverFriend); lib.setPopped(_status.enemyCount, game.versusHoverEnemy); if (lib.storage.zhu) { game.versusPhaseLoop(firstAct); } else { game.versusPhaseLoop(firstAct); } } if (_status.mode != "four") { event.finish(); } } "step 4"; if (event.replaceCard && result.bool) { var hs = game.me.getCards("h"); for (var i = 0; i < hs.length; i++) { hs[i].discard(false); } game.me.directgain(get.cards(hs.length)); } if (_status.ladder) { lib.storage.ladder.current -= 40; _status.ladder_tmp = true; game.save("ladder", lib.storage.ladder); game.addGlobalSkill("versus_ladder"); } game.phaseLoop(_status.firstAct); }, game: { getLadderName: function (score) { if (score < 900) return "平民"; if (score < 1000) return "卫士五"; if (score < 1100) return "卫士四"; if (score < 1200) return "卫士三"; if (score < 1300) return "卫士二"; if (score < 1400) return "卫士一"; if (score < 1500) return "校尉三"; if (score < 1600) return "校尉二"; if (score < 1700) return "校尉一"; if (score < 1800) return "中郎将三"; if (score < 1900) return "中郎将二"; if (score < 2000) return "中郎将一"; if (score < 2100) return "大将五"; if (score < 2200) return "大将四"; if (score < 2300) return "大将三"; if (score < 2400) return "大将二"; if (score < 2500) return "大将一"; return "枭雄"; }, checkOnlineResult: function (player) { if (_status.mode == "4v4" || _status.mode == "guandu") { var zhu = game.findPlayer(function (current) { return current.identity == "zhu"; }); return player.side == zhu.side; } return game.players[0].side == player.side; }, getRoomInfo: function (uiintro) { if (lib.configOL.versus_mode == "1v1") { uiintro.add('
侯选人数:' + lib.configOL.choice_num + "人"); uiintro.add('
替补人数:' + lib.configOL.replace_number + "人"); } if (lib.configOL.versus_mode == "2v2" || lib.configOL.versus_mode == "3v3") { uiintro.add( '
四号位保护:' + (lib.configOL.replace_handcard ? "开启" : "关闭") ); if (lib.configOL.versus_mode == "2v2") uiintro.add( '
四号位【飞扬】:' + (lib.configOL.olfeiyang_four ? "开启" : "关闭") ); } var last = 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"; }, getVideoName: function () { if (_status.mode == "three") { var zhu = game.findPlayer2(function (current) { return current.side == game.me.side && current.identity == "zhu"; }); var str = (game.me.side ? "暖/" : "冷/") + get.translation(zhu.previousSeat.name1) + "/" + get.translation(zhu.name1) + "/" + get.translation(zhu.nextSeat.name1); return ["统率三军", str]; } var str = get.translation(game.me.name1); if (game.me.name2) { str += "/" + get.translation(game.me.name2); } var str2; if (game.versusVideoName) str2 = game.versusVideoName; else { switch (_status.mode) { case "two": str2 = "欢乐成双"; break; case "endless": str2 = "无尽模式"; break; case "three": str2 = "统率三军"; break; case "siguo": str2 = "同舟共济"; break; case "jiange": str2 = "守卫剑阁"; break; case "four": str2 = "对决 - 4v4"; break; case "guandu": str2 = "官渡之战"; break; default: str2 = "对决 - " + lib.storage.number + "v" + lib.storage.number; } } return [str, str2]; }, addRecord: function (bool) { if (typeof bool == "boolean") { var data = lib.config.gameRecord.versus.data; var identity = get.cnNumber(lib.storage.number) + "人"; if (!data[identity]) { data[identity] = [0, 0]; } if (bool) { data[identity][0]++; } else { data[identity][1]++; } var list = ["一人", "两人", "三人"]; var str = ""; for (var i = 0; i < list.length; i++) { if (data[list[i]]) { str += list[i] + ":" + data[list[i]][0] + "胜" + " " + data[list[i]][1] + "负
"; } } lib.config.gameRecord.versus.str = str; game.saveConfig("gameRecord", lib.config.gameRecord); } }, chooseCharacterJiange: function () { var next = game.createEvent("chooseCharacter"); next.showConfig = true; next.setContent(function () { "step 0"; ui.arena.classList.add("choose-character"); for (var i in lib.characterPack.mode_versus) { lib.character[i] = lib.characterPack.mode_versus[i]; } lib.characterIntro.boss_liedixuande = lib.characterIntro.liubei; lib.characterIntro.boss_gongshenyueying = lib.characterIntro.huangyueying; lib.characterIntro.boss_tianhoukongming = lib.characterIntro.shen_zhugeliang; lib.characterIntro.boss_yuhuoshiyuan = lib.characterIntro.pangtong; lib.characterIntro.boss_qiaokuijunyi = lib.characterIntro.zhanghe; lib.characterIntro.boss_jiarenzidan = lib.characterIntro.caozhen; lib.characterIntro.boss_duanyuzhongda = lib.characterIntro.simayi; lib.characterIntro.boss_juechenmiaocai = lib.characterIntro.xiahouyuan; lib.characterIntro.boss_kumuyuanrang = lib.characterIntro.xiahoudun; lib.characterIntro.boss_baijiwenyuan = lib.characterIntro.zhangliao; lib.characterIntro.boss_yihanyunchang = lib.characterIntro.guanyu; lib.characterIntro.boss_fuweizilong = lib.characterIntro.zhaoyun; "step 1"; for (var i in lib.skill) { if (lib.skill[i].changeSeat) { lib.skill[i] = {}; if (lib.translate[i + "_info"]) { lib.translate[i + "_info"] = "此模式下不可用"; } } } var list = { weilist: [], shulist: [], weimech: [], shumech: [], weiboss: [], shuboss: [], }; event.list = list; if (lib.characterPack.boss) { for (var i in lib.characterPack.boss) { if (!lib.character[i]) { if ( lib.characterPack.boss[i].isJiangeBoss || lib.characterPack.boss[i].isJiangeMech ) { lib.character[i] = lib.characterPack.boss[i]; } } } } for (var i in lib.character) { if (lib.character[i].isJiangeBoss) { list[lib.character[i].group + "boss"].push(i); continue; } else if (lib.character[i].isJiangeMech) { list[lib.character[i].group + "mech"].push(i); continue; } if (lib.filter.characterDisabled(i)) continue; if (get.is.double(i)) continue; if (lib.character[i].group == "wei") { list.weilist.push(i); } else if (lib.character[i].group == "shu") { list.shulist.push(i); } } var dialog; switch (game.me.type) { case "human": for (var i = 0; i < game.players.length; i++) { if (game.players[i].type != "human") { game.players[i].init( list[game.players[i].identity + game.players[i].type].randomRemove() ); } } dialog = ui.create.dialog("选择角色", [ list[game.me.identity + "list"].randomGets(8), "character", ]); ui.create.cheat = function () { _status.createControl = ui.cheat2; ui.cheat = ui.create.control("更换", function () { if (ui.cheat2 && ui.cheat2.dialog == _status.event.dialog) { return; } if (game.changeCoin) { game.changeCoin(-3); } var buttons = ui.create.div(".buttons"); var node = _status.event.dialog.buttons[0].parentNode; _status.event.dialog.buttons = ui.create.buttons( list[game.me.identity + "list"].randomGets(8), "character", buttons ); _status.event.dialog.content.insertBefore(buttons, node); buttons.addTempClass("start"); node.remove(); game.uncheck(); game.check(); }); delete _status.createControl; }; var createCharacterDialog = function () { event.dialogxx = ui.create.characterDialog("heightset", function (name) { if (lib.character[name].isJiangeBoss) return true; if (lib.character[name].isJiangeMech) return true; if (lib.character[name][1] != game.me.identity) return true; }); if (ui.cheat2) { ui.cheat2.addTempClass("controlpressdownx", 500); ui.cheat2.classList.remove("disabled"); } }; if (lib.onfree) { lib.onfree.push(createCharacterDialog); } else { createCharacterDialog(); } ui.create.cheat2 = function () { ui.cheat2 = ui.create.control("自由选将", function () { if (this.dialog == _status.event.dialog) { if (game.changeCoin) { game.changeCoin(10); } this.dialog.close(); _status.event.dialog = this.backup; this.backup.open(); delete this.backup; game.uncheck(); game.check(); if (ui.cheat) { ui.cheat.addTempClass("controlpressdownx", 500); ui.cheat.classList.remove("disabled"); } } else { if (game.changeCoin) { game.changeCoin(-10); } this.backup = _status.event.dialog; _status.event.dialog.close(); _status.event.dialog = _status.event.parent.dialogxx; this.dialog = _status.event.dialog; this.dialog.open(); game.uncheck(); game.check(); if (ui.cheat) { ui.cheat.classList.add("disabled"); } } }); if (lib.onfree) { ui.cheat2.classList.add("disabled"); } }; if (!_status.brawl || !_status.brawl.chooseCharacterFixed) { if (!ui.cheat && get.config("change_choice")) ui.create.cheat(); if (!ui.cheat2 && get.config("free_choose")) ui.create.cheat2(); } break; case "mech": dialog = ui.create.dialog("选择角色", [ list[game.me.identity + "mech"], "character", ]); break; case "boss": for (var i = 0; i < game.players.length; i++) { if (game.players[i].type == "mech") { game.players[i].init( list[game.players[i].identity + game.players[i].type].randomRemove() ); } } dialog = ui.create.dialog("选择角色", [ list[game.me.identity + "boss"], "character", ]); break; } game.me.chooseButton(dialog, true).set("onfree", true).selectButton = function () { if (get.config("double_character_jiange")) return [2, 2]; return [1, 1]; }; "step 2"; if (ui.cheat) { ui.cheat.close(); delete ui.cheat; } if (ui.cheat2) { ui.cheat2.close(); delete ui.cheat2; } var double = result.links.length == 2; game.me.init(result.links[0], result.links[1]); for (var i = 0; i < game.players.length; i++) { if (game.players[i].name1) continue; if (game.players[i].type != "human") { game.players[i].init( event.list[game.players[i].identity + game.players[i].type].randomRemove() ); } else { if (double) { game.players[i].init( event.list[game.players[i].identity + "list"].randomRemove(), event.list[game.players[i].identity + "list"].randomRemove() ); } else { game.players[i].init( event.list[game.players[i].identity + "list"].randomRemove() ); } } } game.addRecentCharacter(game.me.name, game.me.name2); setTimeout(function () { ui.arena.classList.remove("choose-character"); }, 500); }); }, chooseCharacterSiguo: function () { var next = game.createEvent("chooseCharacter"); next.showConfig = true; next.setContent(function () { "step 0"; _status.firstAct = game.players.randomGet(); for (var i = 0; i < game.players.length; i++) { game.players[i].node.name.innerHTML = get.verticalStr( get.cnNumber( get.distance(_status.firstAct, game.players[i], "absolute") + 1, true ) + "号位" ); } ui.arena.classList.add("choose-character"); "step 1"; var list = { wei: [], shu: [], wu: [], qun: [], }; event.list = list; for (var i in lib.character) { if (lib.filter.characterDisabled(i)) continue; if (get.is.double(i)) continue; if (get.config("siguo_character") == "off" && lib.characterPack.mode_versus[i]) continue; if (list[lib.character[i][1]]) { list[lib.character[i][1]].push(i); } } var duallist = []; if (get.config("siguo_character") == "increase") { for (var i in lib.characterPack.mode_versus) { if (lib.characterPack.mode_versus[i][1] == game.me.identity) { duallist.push(i); } } } if (duallist.length && Math.random() < 0.5) { event.friendChoice = duallist.randomGet(); list[game.me.identity].remove(event.friendChoice); duallist.length = 0; } else { event.friendChoice = list[game.me.identity].randomRemove(); } var myChoice = list[game.me.identity].randomGets(7); if (duallist.length) { var myChoiceName = duallist.randomGet(); if ( list[game.me.identity].includes(myChoiceName) && !myChoice.includes(myChoiceName) ) { myChoice.randomRemove(); myChoice.push(myChoiceName); } } var dialog = ui.create.dialog("选择角色", [ myChoice.concat([event.friendChoice]), "character", ]); dialog.buttons[7].node.name.innerHTML = get.verticalStr("队友选择"); var addSetting = function (dialog) { dialog.add("选择座位").classList.add("add-setting"); var seats = document.createElement("table"); seats.classList.add("add-setting"); seats.style.margin = "0"; seats.style.width = "100%"; seats.style.position = "relative"; for (var i = 1; i <= game.players.length; i++) { var td = ui.create.div(".shadowed.reduce_radius.pointerdiv.tdnode"); td.innerHTML = get.cnNumber(i, true); td.link = i - 1; seats.appendChild(td); if (get.distance(_status.firstAct, game.me, "absolute") === i - 1) { td.classList.add("bluebg"); } td.addEventListener(lib.config.touchscreen ? "touchend" : "click", function () { if (_status.dragged) return; if (_status.justdragged) return; if (get.distance(_status.firstAct, game.me, "absolute") == this.link) return; var current = this.parentNode.querySelector(".bluebg"); if (current) { current.classList.remove("bluebg"); } this.classList.add("bluebg"); _status.firstAct = game.me; for (var i = 0; i < this.link; i++) { _status.firstAct = _status.firstAct.previous; } for (var i = 0; i < game.players.length; i++) { game.players[i].node.name.innerHTML = get.verticalStr( get.cnNumber( get.distance(_status.firstAct, game.players[i], "absolute") + 1, true ) + "号位" ); } }); } dialog.content.appendChild(seats); if (game.me == game.zhu) { seats.previousSibling.style.display = "none"; seats.style.display = "none"; } dialog.add(ui.create.div(".placeholder.add-setting")); dialog.add(ui.create.div(".placeholder.add-setting")); if (get.is.phoneLayout()) dialog.add(ui.create.div(".placeholder.add-setting")); }; var removeSetting = function () { var dialog = _status.event.dialog; if (dialog) { dialog.style.height = ""; delete dialog._scrollset; var list = Array.from(dialog.querySelectorAll(".add-setting")); while (list.length) { list.shift().remove(); } ui.update(); } }; event.addSetting = addSetting; event.removeSetting = removeSetting; if (get.config("change_identity")) { addSetting(dialog); } ui.create.cheat = function () { _status.createControl = ui.cheat2; ui.cheat = ui.create.control("更换", function () { if (ui.cheat2 && ui.cheat2.dialog == _status.event.dialog) { return; } if (game.changeCoin) { game.changeCoin(-3); } var buttons = ui.create.div(".buttons"); var node = _status.event.dialog.buttons[0].parentNode; list[game.me.identity].add(event.friendChoice); event.friendChoice = list[game.me.identity].randomRemove(); _status.event.dialog.buttons = ui.create.buttons( list[game.me.identity].randomGets(7).concat([event.friendChoice]), "character", buttons ); _status.event.dialog.buttons[7].node.name.innerHTML = get.verticalStr("队友选择"); _status.event.dialog.content.insertBefore(buttons, node); buttons.addTempClass("start"); node.remove(); game.uncheck(); game.check(); }); delete _status.createControl; }; var createCharacterDialog = function () { event.dialogxx = ui.create.characterDialog("heightset", function (name) { // if(name==event.friendChoice) return true; if (lib.character[name][1] != game.me.identity) return true; }); if (ui.cheat2) { ui.cheat2.addTempClass("controlpressdownx", 500); ui.cheat2.classList.remove("disabled"); } }; if (lib.onfree) { lib.onfree.push(createCharacterDialog); } else { createCharacterDialog(); } ui.create.cheat2 = function () { ui.cheat2 = ui.create.control("自由选将", function () { if (this.dialog == _status.event.dialog) { if (game.changeCoin) { game.changeCoin(10); } this.dialog.close(); _status.event.dialog = this.backup; this.backup.open(); delete this.backup; game.uncheck(); game.check(); if (ui.cheat) { ui.cheat.addTempClass("controlpressdownx", 500); ui.cheat.classList.remove("disabled"); } } else { if (game.changeCoin) { game.changeCoin(-10); } this.backup = _status.event.dialog; _status.event.dialog.close(); _status.event.dialog = _status.event.parent.dialogxx; this.dialog = _status.event.dialog; this.dialog.open(); game.uncheck(); game.check(); if (ui.cheat) { ui.cheat.classList.add("disabled"); } } }); if (lib.onfree) { ui.cheat2.classList.add("disabled"); } }; game.me .chooseButton(dialog, true) .set("onfree", true) .set("filterButton", function (button) { if (button.link == _status.event.friendChoice) return false; return true; }) .set("friendChoice", event.friendChoice); if (!ui.cheat && get.config("change_choice")) { ui.create.cheat(); } if (!ui.cheat2 && get.config("free_choose")) { ui.create.cheat2(); } "step 2"; if (ui.cheat) { ui.cheat.close(); delete ui.cheat; } if (ui.cheat2) { ui.cheat2.close(); delete ui.cheat2; } game.me.init(result.links[0]); event.list[game.me.side].remove(result.links[0]); var added = { wei: 0, shu: 0, wu: 0, qun: 0 }; var dualside = { wei: [], shu: [], wu: [], qun: [] }; if (get.config("siguo_character") == "increase") { for (var i in lib.characterPack.mode_versus) { if (Math.random() < 0.5) { dualside[lib.characterPack.mode_versus[i][1]].push(i); } } } for (var i = 0; i < game.players.length; i++) { game.players[i].node.identity.style.display = ""; if (game.players[i] != game.me) { if (game.players[i].identity == game.me.identity) { game.players[i].init(event.friendChoice); } else { if (dualside[game.players[i].side] && dualside[game.players[i].side].length) { var enemyChoice = dualside[game.players[i].side]; if (enemyChoice._skipped || Math.random() < 0.5) { var enemyChoiceName = enemyChoice.randomRemove(); if (event.list[game.players[i].side].includes(enemyChoiceName)) { game.players[i].init(enemyChoiceName); event.list[game.players[i].side].remove(enemyChoiceName); } } else { enemyChoice._skipped = true; } } if (!game.players[i].name1) game.players[i].init(event.list[game.players[i].side].randomRemove()); } } game.players[i].addSkill("longchuanzhibao"); if (added[game.players[i].side] == 0) { if (Math.random() < 0.5) { game.players[i].gainZhibao(); added[game.players[i].side] = 1; } else { added[game.players[i].side] = -1; } } else if (added[game.players[i].side] < 0) { game.players[i].gainZhibao(); } } _status.firstAct.gainZhibao(); game.addRecentCharacter(game.me.name1); setTimeout(function () { ui.arena.classList.remove("choose-character"); }, 500); ui.longchuanzhibao = ui.create.system("龙船至宝", null, true); // ui.longchuanzhibao.style.display='none'; lib.setPopped( ui.longchuanzhibao, function () { var map = { wei: 0, shu: 0, wu: 0, qun: 0 }; for (var i = 0; i < game.players.length; i++) { var current = game.players[i]; map[current.side] += current.storage.longchuanzhibao; } var uiintro = ui.create.dialog("hidden"); for (var i in map) { uiintro.addText(get.translation(i) + "势力:" + get.cnNumber(map[i]) + "个"); } uiintro.content.lastChild.style.paddingBottom = "8px"; return uiintro; }, 150 ); }); }, chooseCharacterTwo: function () { var next = game.createEvent("chooseCharacter"); next.showConfig = true; next.setContent(function () { "step 0"; ui.arena.classList.add("choose-character"); // for (var i in lib.skill) { // if (lib.skill[i].changeSeat) { // lib.skill[i] = {}; // if (lib.translate[i + "_info"]) { // lib.translate[i + "_info"] = "此模式下不可用"; // } // } // } var bool = Math.random() < 0.5; var bool2 = Math.random() < 0.5; var ref = game.players[0]; ref.side = bool; ref.next.side = bool2; ref.next.next.side = !bool; ref.previous.side = !bool2; var firstChoose = game.players.randomGet(); if (firstChoose.next.side == firstChoose.side) { firstChoose = firstChoose.next; } _status.firstAct = firstChoose; for (var i = 0; i < 4; i++) { firstChoose.node.name.innerHTML = get.verticalStr(get.cnNumber(i + 1, true) + "号位"); firstChoose = firstChoose.next; } for (var i = 0; i < game.players.length; i++) { if (game.players[i].side == game.me.side) { game.players[i].node.identity.firstChild.innerHTML = "友"; } else { game.players[i].node.identity.firstChild.innerHTML = "敌"; } game.players[i].node.identity.dataset.color = game.players[i].side + "zhu"; } //22选将框分配 var list = []; var list4 = []; for (i in lib.characterReplace) { var ix = lib.characterReplace[i]; for (var j = 0; j < ix.length; j++) { if (lib.filter.characterDisabled(ix[j])) ix.splice(j--, 1); } if (ix.length) { list.push(i); list4.addArray(ix); } } for (i in lib.character) { if (!list4.includes(i) && !lib.filter.characterDisabled(i)) { list.push(i); list4.push(i); } } var choose = []; event.list = list; _status.characterlist = list4; var addSetting = function (dialog) { dialog.add("选择座位").classList.add("add-setting"); var seats = document.createElement("table"); seats.classList.add("add-setting"); seats.style.margin = "0"; seats.style.width = "100%"; seats.style.position = "relative"; for (var i = 1; i <= game.players.length; i++) { var td = ui.create.div(".shadowed.reduce_radius.pointerdiv.tdnode"); td.innerHTML = get.cnNumber(i, true); td.link = i - 1; seats.appendChild(td); if (get.distance(_status.firstAct, game.me, "absolute") === i - 1) { td.classList.add("bluebg"); } td.addEventListener(lib.config.touchscreen ? "touchend" : "click", function () { if (_status.dragged) return; if (_status.justdragged) return; if (get.distance(_status.firstAct, game.me, "absolute") == this.link) return; var current = this.parentNode.querySelector(".bluebg"); if (current) { current.classList.remove("bluebg"); } this.classList.add("bluebg"); _status.firstAct = game.me; for (var i = 0; i < this.link; i++) { _status.firstAct = _status.firstAct.previous; } var firstChoose = _status.firstAct; firstChoose.next.side = !firstChoose.side; firstChoose.next.next.side = !firstChoose.side; firstChoose.previous.side = firstChoose.side; for (var i = 0; i < game.players.length; i++) { if (game.players[i].side == game.me.side) { game.players[i].node.identity.firstChild.innerHTML = "友"; } else { game.players[i].node.identity.firstChild.innerHTML = "敌"; } game.players[i].node.identity.dataset.color = game.players[i].side + "zhu"; } for (var i = 0; i < 4; i++) { firstChoose.node.name.innerHTML = get.verticalStr( get.cnNumber(i + 1, true) + "号位" ); firstChoose = firstChoose.next; } }); } dialog.content.appendChild(seats); if (game.me == game.zhu) { seats.previousSibling.style.display = "none"; seats.style.display = "none"; } dialog.add(ui.create.div(".placeholder.add-setting")); dialog.add(ui.create.div(".placeholder.add-setting")); if (get.is.phoneLayout()) dialog.add(ui.create.div(".placeholder.add-setting")); }; var removeSetting = function () { var dialog = _status.event.dialog; if (dialog) { dialog.style.height = ""; delete dialog._scrollset; var list = Array.from(dialog.querySelectorAll(".add-setting")); while (list.length) { list.shift().remove(); } ui.update(); } }; event.addSetting = addSetting; event.removeSetting = removeSetting; var characterChoice; if (_status.brawl && _status.brawl.chooseCharacter) { characterChoice = _status.brawl.chooseCharacter(list, game.me); } else { characterChoice = list.randomGets(7); } var basenum = 1; var basestr = "选择角色"; if (get.config("two_assign")) { basenum = 2; basestr = "选择你和队友的角色"; event.two_assign = true; } if (get.config("replace_character_two")) { basestr += "(含一名替补角色)"; _status.replacetwo = true; game.additionaldead = []; basenum *= 2; } var dialog = ui.create.dialog(basestr, [characterChoice, "characterx"]); game.me.chooseButton(true, dialog, basenum).set("onfree", true); if (!_status.brawl || !_status.brawl.noAddSetting) { if (get.config("change_identity")) { addSetting(dialog); } } ui.create.cheat = function () { _status.createControl = ui.cheat2; ui.cheat = ui.create.control("更换", function () { if (ui.cheat2 && ui.cheat2.dialog == _status.event.dialog) { return; } if (game.changeCoin) { game.changeCoin(-3); } var buttons = ui.create.div(".buttons"); var node = _status.event.dialog.buttons[0].parentNode; _status.event.dialog.buttons = ui.create.buttons( list.randomGets(7), "characterx", buttons ); _status.event.dialog.content.insertBefore(buttons, node); buttons.addTempClass("start"); node.remove(); game.uncheck(); game.check(); }); delete _status.createControl; }; if (lib.onfree) { lib.onfree.push(function () { event.dialogxx = ui.create.characterDialog("heightset"); if (ui.cheat2) { ui.cheat2.addTempClass("controlpressdownx", 500); ui.cheat2.classList.remove("disabled"); } }); } else { event.dialogxx = ui.create.characterDialog("heightset"); } ui.create.cheat2 = function () { ui.cheat2 = ui.create.control("自由选将", function () { if (this.dialog == _status.event.dialog) { if (game.changeCoin) { game.changeCoin(10); } this.dialog.close(); _status.event.dialog = this.backup; this.backup.open(); delete this.backup; game.uncheck(); game.check(); if (ui.cheat) { ui.cheat.addTempClass("controlpressdownx", 500); ui.cheat.classList.remove("disabled"); } } else { if (game.changeCoin) { game.changeCoin(-10); } this.backup = _status.event.dialog; _status.event.dialog.close(); _status.event.dialog = _status.event.parent.dialogxx; this.dialog = _status.event.dialog; this.dialog.open(); game.uncheck(); game.check(); if (ui.cheat) { ui.cheat.classList.add("disabled"); } } }); ui.cheat2.classList.add("disabled"); }; if (!_status.brawl || !_status.brawl.chooseCharacterFixed) { if (!ui.cheat && get.config("change_choice")) { ui.create.cheat(); } if (!ui.cheat2 && get.config("free_choose")) { ui.create.cheat2(); } } "step 1"; if (ui.cheat) { ui.cheat.close(); delete ui.cheat; } if (ui.cheat2) { ui.cheat2.close(); delete ui.cheat2; } for (var i = 0; i < result.links.length; i++) { game.addRecentCharacter(result.links[i]); } game.me.init(result.links[0]); if (_status.replacetwo) { game.me.replacetwo = result.links[1]; } event.list.remove(game.me.name1); for (var i = 0; i < game.players.length; i++) { if (game.players[i] != game.me) { if (_status.brawl && _status.brawl.chooseCharacter) { var list = _status.brawl.chooseCharacter(event.list, game.players[i]); game.players[i].init(list.randomGet()); event.list.remove(game.players[i].name1); if (_status.replacetwo) { game.players[i].replacetwo = list.randomGet(game.players[i].name1); event.list.remove(game.players[i].replacetwo); } } else { if (event.two_assign && game.players[i].side == game.me.side) { if (_status.replacetwo) { game.players[i].init(result.links[2]); game.players[i].replacetwo = result.links[3]; } else { game.players[i].init(result.links[1]); } } else { var name = event.list.randomRemove(); if (lib.characterReplace[name] && lib.characterReplace[name].length) name = lib.characterReplace[name].randomGet(); game.players[i].init(name); if (_status.replacetwo) { var name2 = event.list.randomRemove(); if (lib.characterReplace[name2] && lib.characterReplace[name2].length) name2 = lib.characterReplace[name2].randomGet(); game.players[i].replacetwo = name2; } } } } } for (var i = 0; i < game.players.length; i++) { _status.characterlist.remove(game.players[i].name1); _status.characterlist.remove(game.players[i].replacetwo); } setTimeout(function () { ui.arena.classList.remove("choose-character"); }, 500); if (get.config("olfeiyang_four")) { var target = _status.firstAct.previous; if (target.isIn()) target.addSkill("olfeiyang"); } game.addGlobalSkill("versus_viewHandcard"); if (get.config("two_phaseswap")) { game.addGlobalSkill("autoswap"); if (lib.config.show_handcardbutton) { ui.versushs = ui.create.system("手牌", null, true); lib.setPopped(ui.versushs, game.versusHoverHandcards, 220); } } }); }, chooseCharacterEndless: function () { var next = game.createEvent("chooseCharacter"); next.showConfig = true; next.setContent(function () { "step 0"; ui.arena.classList.add("choose-character"); for (var i in lib.skill) { if (lib.skill[i].changeSeat) { lib.skill[i] = {}; if (lib.translate[i + "_info"]) { lib.translate[i + "_info"] = "此模式下不可用"; } } } var firstChoose = game.players.randomGet(); _status.firstAct = firstChoose; firstChoose.side = false; firstChoose.next.side = true; for (var i = 0; i < game.players.length; i++) { if (game.players[i].side == game.me.side) { game.players[i].node.identity.firstChild.innerHTML = "友"; } else { game.players[i].node.identity.firstChild.innerHTML = "敌"; } game.players[i].node.identity.dataset.color = game.players[i].side + "zhu"; } var list = []; for (i in lib.character) { if (!lib.filter.characterDisabled(i)) { list.push(i); } } var choose = []; event.list = list; _status.endlessListAll = list.slice(0); var characterChoice = list.randomGets(6); var dialog = ui.create.dialog("选择角色", [characterChoice, "character"]); game.me.chooseButton(true, dialog).set("onfree", true); ui.create.cheat = function () { _status.createControl = ui.cheat2; ui.cheat = ui.create.control("更换", function () { if (ui.cheat2 && ui.cheat2.dialog == _status.event.dialog) { return; } if (game.changeCoin) { game.changeCoin(-3); } var buttons = ui.create.div(".buttons"); var node = _status.event.dialog.buttons[0].parentNode; _status.event.dialog.buttons = ui.create.buttons( list.randomGets(7), "character", buttons ); _status.event.dialog.content.insertBefore(buttons, node); buttons.addTempClass("start"); node.remove(); game.uncheck(); game.check(); }); delete _status.createControl; }; if (lib.onfree) { lib.onfree.push(function () { event.dialogxx = ui.create.characterDialog("heightset"); if (ui.cheat2) { ui.cheat2.addTempClass("controlpressdownx", 500); ui.cheat2.classList.remove("disabled"); } }); } else { event.dialogxx = ui.create.characterDialog("heightset"); } ui.create.cheat2 = function () { ui.cheat2 = ui.create.control("自由选将", function () { if (this.dialog == _status.event.dialog) { if (game.changeCoin) { game.changeCoin(10); } this.dialog.close(); _status.event.dialog = this.backup; this.backup.open(); delete this.backup; game.uncheck(); game.check(); if (ui.cheat) { ui.cheat.addTempClass("controlpressdownx", 500); ui.cheat.classList.remove("disabled"); } } else { if (game.changeCoin) { game.changeCoin(-10); } this.backup = _status.event.dialog; _status.event.dialog.close(); _status.event.dialog = _status.event.parent.dialogxx; this.dialog = _status.event.dialog; this.dialog.open(); game.uncheck(); game.check(); if (ui.cheat) { ui.cheat.classList.add("disabled"); } } }); ui.cheat2.classList.add("disabled"); }; if (!_status.brawl || !_status.brawl.chooseCharacterFixed) { if (!ui.cheat && get.config("change_choice")) { ui.create.cheat(); } if (!ui.cheat2 && get.config("free_choose")) { ui.create.cheat2(); } } "step 1"; if (ui.cheat) { ui.cheat.close(); delete ui.cheat; } if (ui.cheat2) { ui.cheat2.close(); delete ui.cheat2; } for (var i = 0; i < result.links.length; i++) { game.addRecentCharacter(result.links[i]); } game.me.init(result.links[0]); event.list.remove(game.me.name1); for (var i = 0; i < game.players.length; i++) { if (game.players[i] != game.me) { game.players[i].init(event.list.randomRemove()); if (_status.replacetwo) { game.players[i].replacetwo = event.list.randomRemove(); } } } _status.endlessList = event.list; setTimeout(function () { ui.arena.classList.remove("choose-character"); }, 500); }); }, chooseCharacterFour: function () { var next = game.createEvent("chooseCharacter"); next.showConfig = true; next.ai = function (player, list, list2) { if (player.identity == "zhu") { list2.randomSort(); var choice; if (Math.random() - 0.8 < 0 && list2.length) { choice = list2[0]; } else { choice = list[0]; } player.init(choice); if (!player.isInitFilter("noZhuHp")) { player.hp++; player.maxHp++; player.update(); } } else if (Math.random() < 0.5) { var choice = 0; for (var i = 0; i < list.length; i++) { if (lib.character[list[i]][1] == game[player.side + "Zhu"].group) { choice = i; break; } } player.init(list[choice]); } else { player.init(list[0]); } this.list.remove(player.name1); this.list2.remove(player.name1); }; next.setContent(function () { "step 0"; ui.arena.classList.add("choose-character"); var i; var list; var list2 = []; event.list = []; event.choiceFour = get.config("character_four") || lib.choiceFour; event.filterChoice = function (name) { if (get.config("enable_all")) return false; return !event.choiceFour.includes(name); }; for (i in lib.character) { if (event.filterChoice(i)) continue; if (lib.filter.characterDisabled(i)) continue; event.list.push(i); if (lib.character[i].isZhugong) { list2.push(i); } } if (_status.brawl && _status.brawl.chooseCharacterFilter) { event.list = _status.brawl.chooseCharacterFilter(event.list); } event.list.randomSort(); event.list2 = list2; event.four_assign = get.config("four_assign"); if (!event.four_assign) { event.current = _status.firstAct; } else { event.current = _status.firstAct.next; } event.flipassign = true; if (_status.firstAct.side) { for (var i = 0; i < game.players.length; i++) { game.players[i].side = !game.players[i].side; game.players[i].node.identity.dataset.color = get.translation( game.players[i].side + "Color" ); } } for (var i = 0; i < game.players.length; i++) { if (!game.players[i].node.name_seat) { game.players[i].node.name_seat = ui.create.div( ".name.name_seat", get.verticalStr( get.seatTranslation(get.distance(_status.firstAct, game.players[i], "absolute")) ), game.players[i] ); game.players[i].node.name_seat.style.opacity = 1; } } if (get.config("ladder")) { var date = new Date(); if (!lib.storage.ladder) { lib.storage.ladder = { current: 900, top: 900, month: date.getMonth(), }; game.save("ladder", lib.storage.ladder); } else if ( date.getMonth() != lib.storage.ladder.month && get.config("ladder_monthly") ) { lib.storage.ladder.month = date.getMonth(); lib.storage.ladder.current = 900; game.save("ladder", lib.storage.ladder); } ui.ladder = ui.create.system( game.getLadderName(lib.storage.ladder.current), null, true ); lib.setPopped( ui.ladder, function (uiintro) { var uiintro = ui.create.dialog("hidden"); uiintro.add( '
当前分数:
' + (lib.storage.ladder.current + (_status.ladder_tmp ? 40 : 0)) + "
" ); uiintro.add( '
历史最高:
' + lib.storage.ladder.top + "
" ); uiintro.content.lastChild.style.paddingBottom = "8px"; return uiintro; }, 180 ); _status.ladder = true; _status.ladder_mmr = 0; } event.addSetting = function () { var cs = function (link, node) { game.swapPlayer(node._link); _status.rechoose = true; for (var i = 0; i < game.players.length; i++) { game.players[i].uninit(); if (game.players[i].node.name_seat) game.players[i].node.name_seat.style.display = ""; game.players[i].classList.remove("selectedx"); } game.resume(); }; if (!event.seatsbutton) { event.seatsbutton = [ ui.create.control("一号位", cs), ui.create.control("一号位", cs), ui.create.control("一号位", cs), ui.create.control("换边", function () { if (_status.firstAct.side == game.me.side) { cs(null, { _link: _status.firstAct.nextSeat }); } else { cs(null, { _link: _status.firstAct }); } }), ]; } var seats = []; for (var i = 0; i < game.players.length; i++) { if (game.players[i] != game.me && game.players[i].side == game.me.side) { seats.add([ 1 + get.distance(_status.firstAct, game.players[i], "absolute"), game.players[i], ]); } seats.sort(function (a, b) { return a[0] - b[0]; }); } for (var i = 0; i < event.seatsbutton.length; i++) { if (i < seats.length) { event.seatsbutton[i].firstChild.innerHTML = get.cnNumber(seats[i][0], true) + "号位"; event.seatsbutton[i].firstChild._link = seats[i][1]; } } }; if (!get.config("four_assign") && !get.config("four_phaseswap")) { if (get.config("change_identity")) { event.addSetting(); } if (get.config("fouralign") && !event.fouralignbutton) { event.fouralignbutton = ui.create.control("变阵", function () { if ( !_status.fouralign.length || (_status.fouralign.length == 1 && _status.fouralign[0] == 0) ) { _status.fouralign = [0, 1, 2, 3, 4]; } var list = [ [ "zhong", "ezhong", "ezhong", "zhong", "zhong", "ezhong", "ezhong", "zhong", ], [ "zhong", "ezhong", "zhong", "ezhong", "ezhong", "zhong", "ezhong", "zhong", ], [ "zhong", "ezhong", "ezhong", "zhong", "ezhong", "zhong", "zhong", "ezhong", ], [ "zhong", "ezhong", "zhong", "ezhong", "zhong", "ezhong", "zhong", "ezhong", ], [ "zhong", "ezhong", "ezhong", "zhong", "ezhong", "zhong", "ezhong", "zhong", ], ][_status.fouralign.shift()]; var rand1 = Math.floor(Math.random() * 4); var rand2 = Math.floor(Math.random() * 4); for (var i = 0; i < list.length; i++) { if (list[i] == "zhong") { if (rand1 == 0) { list[i] = "zhu"; } rand1--; } else { if (rand2 == 0) { list[i] = "ezhu"; } rand2--; } } var side = Math.random() < 0.5; var num = game.players.indexOf(_status.firstAct); list = list.splice(8 - num).concat(list); for (var i = 0; i < 8; i++) { if (list[i][0] == "e") { game.players[i].side = side; game.players[i].identity = list[i].slice(1); } else { game.players[i].side = !side; game.players[i].identity = list[i]; } if (game.players[i].identity == "zhu") { game[game.players[i].side + "Zhu"] = game.players[i]; game.players[i].isZhu = true; } game.players[i].setIdentity(game.players[i].identity); game.players[i].node.identity.dataset.color = get.translation( game.players[i].side + "Color" ); if (game.players[i].node.name_seat) { game.players[i].node.name_seat.remove(); delete game.players[i].node.name_seat; } } _status.rechoose = true; for (var i = 0; i < game.players.length; i++) { game.players[i].uninit(); if (game.players[i].node.name_seat) game.players[i].node.name_seat.style.display = ""; game.players[i].classList.remove("selectedx"); } game.resume(); }); } } "step 1"; if ( event.current == game.me || (event.four_assign && event.current.side == game.me.side) ) { var dialog = event.xdialog; if (!dialog) { if (get.config("expand_dialog")) { dialog = event.xdialog || ui.create.characterDialog("heightset", event.filterChoice, "expandall"); } else { dialog = event.xdialog || ui.create.characterDialog( "heightset", event.filterChoice, "character" ); } } var names = []; for (var i = 0; i < game.players.length; i++) { if (game.players[i].name1) { names.push(game.players[i].name1); } } for (var i = 0; i < dialog.buttons.length; i++) { if (names.includes(dialog.buttons[i].link)) { dialog.buttons[i].classList.add("unselectable"); dialog.buttons[i].classList.add("noclick"); } } game.me.chooseButton(dialog, true).set("onfree", true).closeDialog = false; event.xdialog = dialog; dialog.static = true; event.current.classList.add("selectedx"); game.delay(0.5); } else { event.ai(event.current, event.list.randomGets(3), event.list2); event.current.node.name_seat.style.display = "none"; if (!event.four_assign) { event.current = event.current.next; event.redo(); } } "step 2"; if (_status.rechoose) { delete _status.rechoose; event.goto(0); var dialog = event.xdialog; if (dialog) { for (var i = 0; i < dialog.buttons.length; i++) { dialog.buttons[i].classList.remove("unselectable"); dialog.buttons[i].classList.remove("noclick"); } } return; } if (event.seatsbutton) { for (var i = 0; i < event.seatsbutton.length; i++) { event.seatsbutton[i].close(); } delete event.seatsbutton; } event.current.classList.remove("selectedx"); if (event.current.side == game.me.side) { event.current.init(result.buttons[0].link); if (event.current == game.me) { game.addRecentCharacter(result.buttons[0].link); } event.list.remove(event.current.name1); event.list2.remove(event.current.name1); if (event.current.identity == "zhu") { if (!event.current.isInitFilter("noZhuHp")) { event.current.hp++; event.current.maxHp++; event.current.update(); } } event.current.node.name_seat.remove(); } if (event.four_assign) { for (var i = 0; i < game.players.length; i++) { if (!game.players[i].name1) break; } if (i < game.players.length) { var side = event.current.side; event.current = _status.firstAct.next; if (event.flipassign) { for (var iwhile = 0; iwhile < 8; iwhile++) { event.current = event.current.next; if (event.current.side != side && !event.current.name1) { break; } } } else { for (var iwhile = 0; iwhile < 8; iwhile++) { event.current = event.current.previous; if (event.current.side == side && !event.current.name1) { break; } } } event.flipassign = !event.flipassign; event.goto(1); } } else { for (var i = 0; i < game.players.length; i++) { if (!game.players[i].name1) { event.ai(game.players[i], event.list.splice(0, 3), event.list2); game.players[i].node.name_seat.remove(); } } } "step 3"; if (get.config("four_phaseswap")) { game.addGlobalSkill("autoswap"); if (lib.config.show_handcardbutton) { ui.versushs = ui.create.system("手牌", null, true); lib.setPopped(ui.versushs, game.versusHoverHandcards, 220); } } if (event.xdialog) { event.xdialog.close(); } // game.addRecentCharacter(game.me.name,game.me.name2); ui.control.style.transitionDuration = "0s"; ui.refresh(ui.control); ui.arena.classList.remove("choose-character"); setTimeout(function () { ui.control.style.transitionDuration = ""; }, 500); lib.init.onfree(); delete _status.fouralign; if (event.fouralignbutton) { event.fouralignbutton.close(); delete event.fouralignbutton; } }); }, chooseCharacterThree: function () { var next = game.createEvent("chooseCharacter"); next.setContent(function () { "step 0"; if (lib.config.continue_name_versus_three) { event.friendlist = lib.config.continue_name_versus_three.friend; event.enemylist = lib.config.continue_name_versus_three.enemy; _status.color = lib.config.continue_name_versus_three.color; game.additionaldead = []; game.saveConfig("continue_name_versus_three"); event.goto(2); lib.init.onfree(); } else { var chara = get.config("character_three") || lib.choiceThree; game.chooseCharacterDouble( function (i) { if (get.config("enable_all_three")) { if (lib.filter.characterDisabled(i)) return false; return !lib.filter.characterDisabled(i); } else { return chara.includes(i); } }, function (i) { return i == 1 ? "主帅" : "前锋"; } ); } "step 1"; game.addRecentCharacter.apply(this, result.friend); event.friendlist = result.friend; event.enemylist = result.enemy; "step 2"; _status.friendBackup = event.friendlist.slice(0); _status.enemyBackup = event.enemylist.slice(0); _status.coinCoeff = get.coinCoeff(event.friendlist); ui.create.players(6); for (var i = 0; i < game.players.length; i++) { game.players[i].getId(); game.players[i].node.action.innerHTML = "行动"; } ui.arena.setNumber(7); for (var i = 0; i < game.players.length; i++) { game.players[i].dataset.position = parseInt(game.players[i].dataset.position) + 1; } game.singleHandcard = true; ui.arena.classList.add("single-handcard"); ui.window.classList.add("single-handcard"); ui.fakeme = ui.create.div(".fakeme.avatar"); _status.prepareArena = true; ui.create.me(); ui.me.appendChild(ui.fakeme); game.friend = []; game.enemy = []; for (var i in lib.skill) { if (lib.skill[i].changeSeat) { lib.skill[i] = {}; if (lib.translate[i + "_info"]) { lib.translate[i + "_info"] = "固定位置时不可用"; } } } for (i = 0; i < game.players.length; i++) { if (i < 3) { game.friend.push(game.players[i]); } else { game.enemy.push(game.players[i]); } } game.friendZhu = game.players[1]; game.enemyZhu = game.players[4]; for (var i = 0; i < 3; i++) { game.friend[i].side = _status.color; game.enemy[i].side = !_status.color; if (game.friendZhu == game.friend[i]) { game.friend[i].identity = "zhu"; game.friend[i].setIdentity(_status.color + "Zhu"); } else { game.friend[i].identity = "zhong"; game.friend[i].setIdentity(_status.color + "Zhong"); } if (game.enemyZhu == game.enemy[i]) { game.enemy[i].identity = "zhu"; game.enemy[i].setIdentity(!_status.color + "Zhu"); } else { game.enemy[i].identity = "zhong"; game.enemy[i].setIdentity(!_status.color + "Zhong"); } game.friend[i].init(event.friendlist[i]); game.enemy[i].init(event.enemylist[i]); game.friend[i].node.identity.dataset.color = get.translation(_status.color + "Color"); game.enemy[i].node.identity.dataset.color = get.translation(!_status.color + "Color"); } if (!game.friendZhu.isInitFilter("noZhuHp")) { game.friendZhu.maxHp++; game.friendZhu.hp++; game.friendZhu.update(); } if (!game.enemyZhu.isInitFilter("noZhuHp")) { game.enemyZhu.maxHp++; game.enemyZhu.hp++; game.enemyZhu.update(); } game.onSwapControl(); }); }, chooseCharacter: function () { var next = game.createEvent("chooseCharacter"); next.showConfig = true; next.setContent(function () { "step 0"; if (lib.config.continue_name_versus) { _status.friend = lib.config.continue_name_versus.friend; _status.enemy = lib.config.continue_name_versus.enemy; _status.color = lib.config.continue_name_versus.color; game.additionaldead = []; event.goto(1); game.saveConfig("continue_name_versus"); lib.init.onfree(); return; } event.check = function () { this.dialog.classList.add("fullwidth"); this.dialog.classList.add("fullheight"); this.dialog.classList.add("noslide"); for (var i = 0; i < this.dialog.buttons.length; i++) this.dialog.buttons[i].style.opacity = 1; this.dialog.add("选项"); this.dialog.versus_zhu = this.dialog .add(ui.create.switcher("versus_zhu", lib.storage.zhu)) .querySelector(".toggle"); // this.dialog.versus_only_zhu=this.dialog.add(ui.create.switcher('versus_only_zhu',lib.storage.only_zhu)).querySelector('.toggle'); this.dialog.versus_main_zhu = this.dialog .add(ui.create.switcher("versus_main_zhu", lib.storage.main_zhu)) .querySelector(".toggle"); if (lib.storage.zhu) { // this.dialog.versus_only_zhu.parentNode.classList.remove('disabled'); this.dialog.versus_main_zhu.parentNode.classList.remove("disabled"); } else { // this.dialog.versus_only_zhu.parentNode.classList.add('disabled'); this.dialog.versus_main_zhu.parentNode.classList.add("disabled"); } // this.dialog.versus_cross_seat=this.dialog.add(ui.create.switcher('versus_cross_seat',lib.storage.cross_seat)).querySelector('.toggle'); // this.dialog.versus_random_seat=this.dialog.add(ui.create.switcher('versus_random_seat',lib.storage.random_seat)).querySelector('.toggle'); this.dialog.versus_noreplace_end = this.dialog .add(ui.create.switcher("versus_noreplace_end", lib.storage.noreplace_end)) .querySelector(".toggle"); this.dialog.versus_assign_enemy = this.dialog .add(ui.create.switcher("versus_assign_enemy", lib.storage.assign_enemy)) .querySelector(".toggle"); this.dialog.versus_single_control = this.dialog .add(ui.create.switcher("versus_single_control", lib.storage.single_control)) .querySelector(".toggle"); this.dialog.versus_first_less = this.dialog .add(ui.create.switcher("versus_first_less", get.config("first_less"))) .querySelector(".toggle"); this.dialog.versus_reward = this.dialog .add( ui.create.switcher( "versus_reward", [0, 1, 2, 3, 4], lib.storage.versus_reward ) ) .querySelector(".toggle"); this.dialog.versus_punish = this.dialog .add( ui.create.switcher( "versus_punish", ["弃牌", "无", "摸牌"], lib.storage.versus_punish ) ) .querySelector(".toggle"); this.dialog.versus_seat_order = this.dialog .add( ui.create.switcher( "seat_order", ["对阵", "交叉", "随机"], lib.storage.seat_order ) ) .querySelector(".toggle"); this.dialog.versus_number = this.dialog .add(ui.create.switcher("versus_number", [1, 2, 3], lib.storage.number)) .querySelector(".toggle"); this.dialog.replace_number = this.dialog .add( ui.create.switcher( "replace_number", [0, 1, 2, 3, 5, 7, 9, 17], lib.storage.replace_number ) ) .querySelector(".toggle"); this.dialog.choice = this.dialog .add(ui.create.switcher("choice", [12, 16, 20, 24, 40, "∞"], lib.storage.choice)) .querySelector(".toggle"); // if(lib.storage.cross_seat){ // this.dialog.versus_random_seat.parentNode.classList.add('disabled'); // } // else{ // this.dialog.versus_random_seat.parentNode.classList.remove('disabled'); // if(lib.storage.random_seat){ // this.dialog.versus_cross_seat.parentNode.classList.add('disabled'); // } // else{ // this.dialog.versus_cross_seat.parentNode.classList.remove('disabled'); // } // } }; event.confirm = function () { var dialog = event.dialog; var num = lib.storage.number + lib.storage.replace_number; _status.friend.splice(num); _status.enemy.splice(num); dialog.close(); if (ui.confirm) ui.confirm.close(); game.resume(); }; ui.control.style.transition = "all 0s"; if (get.is.phoneLayout()) { ui.control.style.top = "calc(100% - 80px)"; } else if (game.layout == "newlayout") { ui.control.style.top = "calc(100% - 30px)"; } else { ui.control.style.top = "calc(100% - 70px)"; } _status.friend = []; _status.enemy = []; game.additionaldead = []; _status.color = Math.random() < 0.5; var i, list = []; for (i in lib.character) { // if(lib.config.forbidversus.includes(i)) continue; if (lib.filter.characterDisabled(i)) continue; list.push(i); } var groupSort = function (name) { if (lib.character[name][1] == "wei") return 0; if (lib.character[name][1] == "shu") return 1; if (lib.character[name][1] == "wu") return 2; if (lib.character[name][1] == "qun") return 3; }; var sortByGroup = function (a, b) { var del = groupSort(a) - groupSort(b); if (del != 0) return del; if (a.indexOf("_") != -1) { a = a.slice(a.indexOf("_") + 1); } if (b.indexOf("_") != -1) { b = b.slice(b.indexOf("_") + 1); } return a > b ? 1 : -1; }; if (lib.storage.choice == "∞") { list.sort(sortByGroup); } else { list.randomSort(); } _status.list = list; var choice = lib.storage.choice == "∞" ? list.length : lib.storage.choice; event.dialog = ui.create.dialog("选择角色", [list.slice(0, choice), "character"]); event.dialog.classList.add("fixed"); // for(var i=0;i= dialog.versus_number.link + dialog.replace_number.link ) { event.fill.firstChild.innerHTML = "开始"; _status.choosefinished = true; if (ui.cheat) { ui.cheat.close(); delete ui.cheat; } } game.save("zhu", dialog.versus_zhu.link); if (lib.storage.zhu) { // dialog.versus_only_zhu.parentNode.classList.remove('disabled'); dialog.versus_main_zhu.parentNode.classList.remove("disabled"); } else { // dialog.versus_only_zhu.parentNode.classList.add('disabled'); dialog.versus_main_zhu.parentNode.classList.add("disabled"); } // game.save('only_zhu',dialog.versus_only_zhu.link); game.save("main_zhu", dialog.versus_main_zhu.link); game.save("assign_enemy", dialog.versus_assign_enemy.link); game.save("seat_order", dialog.versus_seat_order.link); // game.save('cross_seat',dialog.versus_cross_seat.link); game.save("noreplace_end", dialog.versus_noreplace_end.link); game.save("single_control", dialog.versus_single_control.link); switch (lib.storage.seat_order) { case "交叉": lib.storage.cross_seat = true; lib.storage.random_seat = false; break; case "随机": lib.storage.cross_seat = false; lib.storage.random_seat = true; break; default: lib.storage.cross_seat = false; lib.storage.random_seat = false; } game.saveConfig("first_less", dialog.versus_first_less.link, true); game.save("number", dialog.versus_number.link); game.save("versus_reward", dialog.versus_reward.link); game.save("versus_punish", dialog.versus_punish.link); game.save("replace_number", dialog.replace_number.link); game.save("choice", dialog.choice.link); var count, i; if (dialog.buttons.length > lib.storage.choice) { count = dialog.buttons.length - lib.storage.choice; var removed = []; for (i = dialog.buttons.length - 1; i >= 0 && count > 0; i--) { if ( dialog.buttons[i].classList.contains("target") == false && dialog.buttons[i].classList.contains("glow") == false ) { dialog.buttons[i].remove(); _status.list.remove(dialog.buttons[i].link); removed.push(dialog.buttons[i].link); dialog.buttons.splice(i, 1); count--; } } for (i = 0; i < removed.length; i++) _status.list.splice(lib.storage.choice, 0, removed[i]); } else if (dialog.buttons.length < lib.storage.choice || lib.storage.choice == "∞") { var list = _status.list; var choice = lib.storage.choice == "∞" ? list.length : lib.storage.choice; var buttons = dialog.querySelector(".buttons"); var button; for (i = dialog.buttons.length; i < choice; i++) { button = ui.create.button(list[i], "character", buttons).addTempClass("zoom"); dialog.buttons.push(button); button.style.opacity = 1; } } }; game.pause(); lib.init.onfree(); "step 1"; _status.friendBackup = _status.friend.slice(0); _status.enemyBackup = _status.enemy.slice(0); _status.friendDied = []; _status.enemyDied = []; _status.totalCount = _status.friend.length; _status.coinCoeff = get.coinCoeff(_status.friend); // ui.auto.show(); ui.wuxie.show(); ui.control.style.display = "none"; setTimeout(function () { ui.control.style.top = ""; ui.control.style.display = ""; ui.control.style.transition = ""; }, 500); if (ui.cheat) { ui.cheat.close(); delete ui.cheat; } delete _status.list; var num = lib.storage.number; ui.create.players(num * 2); for (var i = 0; i < game.players.length; i++) { game.players[i].getId(); game.players[i].node.action.innerHTML = "行动"; } if (lib.storage.single_control && game.players.length >= 4) { ui.arena.setNumber(parseInt(ui.arena.dataset.number) + 1); for (var i = 0; i < game.players.length; i++) { game.players[i].dataset.position = parseInt(game.players[i].dataset.position) + 1; } game.singleHandcard = true; ui.arena.classList.add("single-handcard"); ui.window.classList.add("single-handcard"); ui.fakeme = ui.create.div(".fakeme.avatar"); // ui.fakeme.line=lib.element.player.line; // ui.fakemebg=ui.create.div('.avatar',ui.fakeme).hide(); } _status.prepareArena = true; ui.create.me(); if (ui.fakeme) { ui.me.appendChild(ui.fakeme); } var position, i; if (lib.storage.zhu && lib.storage.only_zhu) position = Math.ceil(num / 2) - 1; else position = Math.floor(Math.random() * num); game.friend = []; game.enemy = []; if (lib.storage.random_seat) { var players = game.players.slice(0); game.friend.push(game.me); players.remove(game.me); for (i = 0; i < num - 1; i++) { game.friend.push(players.randomRemove()); } for (i = 0; i < num; i++) { game.enemy.push(players.randomRemove()); } } else { for (var i in lib.skill) { if (lib.skill[i].changeSeat) { lib.skill[i] = {}; if (lib.translate[i + "_info"]) { lib.translate[i + "_info"] = "固定位置时不可用"; } } } if (lib.storage.cross_seat) { for (i = 0; i < game.players.length; i++) { if (i % 2 == 0) { game.friend.push(game.players[i]); } else { game.enemy.push(game.players[i]); } } } else { for (i = 0; i < position; i++) { game.friend.push(game.players[i - position + num * 2]); } for (i = position; i < num; i++) { game.friend.push(game.players[i - position]); } for (i = 0; i < num; i++) { game.enemy.push(game.players[num - position + i]); } } } if ( (position == Math.ceil(num / 2) - 1 && lib.storage.zhu) || (lib.storage.zhu && lib.storage.single_control) ) { var dialog = ui.create.dialog("按顺序选择出场角色", [_status.friend, "character"]); game.me.chooseButton(dialog, num, true); } if (lib.storage.random_seat && lib.storage.zhu) { if (lib.storage.only_zhu) { game.friendZhu = game.me; } else { game.friendZhu = game.friend.randomGet(); } game.enemyZhu = game.enemy.randomGet(); } for (i = 0; i < num; i++) { game.friend[i].side = _status.color; game.enemy[i].side = !_status.color; if (lib.storage.random_seat && lib.storage.zhu) { if (game.friendZhu == game.friend[i]) { game.friend[i].identity = "zhu"; game.friend[i].setIdentity(_status.color + "Zhu"); } else { game.friend[i].identity = "zhong"; game.friend[i].setIdentity(_status.color + "Zhong"); } if (game.enemyZhu == game.enemy[i]) { game.enemy[i].identity = "zhu"; game.enemy[i].setIdentity(!_status.color + "Zhu"); } else { game.enemy[i].identity = "zhong"; game.enemy[i].setIdentity(!_status.color + "Zhong"); } } else { if (game.me == game.friend[i] && lib.storage.zhu) { game.friend[i].identity = "zhu"; game.friend[i].setIdentity(_status.color + "Zhu"); game.friendZhu = game.friend[i]; } else { game.friend[i].identity = "zhong"; game.friend[i].setIdentity(_status.color + "Zhong"); } if (lib.storage.zhu && get.distance(game.enemy[i], game.me, "pure") == num) { game.enemy[i].identity = "zhu"; game.enemy[i].setIdentity(!_status.color + "Zhu"); game.enemyZhu = game.enemy[i]; } else { game.enemy[i].identity = "zhong"; game.enemy[i].setIdentity(!_status.color + "Zhong"); } } game.friend[i].node.identity.dataset.color = get.translation(_status.color + "Color"); game.enemy[i].node.identity.dataset.color = get.translation(!_status.color + "Color"); // game.friend[i].node.identity.style.backgroundColor=get.translation(_status.color+'Color'); // game.enemy[i].node.identity.style.backgroundColor=get.translation(!_status.color+'Color'); } if (lib.storage.zhu && !game.enemyZhu) { game.enemy[0].identity = "zhu"; game.enemy[0].setIdentity(!_status.color + "Zhu"); game.enemyZhu = game.enemy[0]; } "step 2"; var num = lib.storage.number; if (result && result.buttons) { var list = []; for (i = 0; i < result.buttons.length; i++) { list.push(result.buttons[i].link); _status.friend.remove(result.buttons[i].link); } _status.friend = list.concat(_status.friend); } for (i = 0; i < num; i++) { game.friend[i].init(_status.friend[i]); game.enemy[i].init(_status.enemy[i]); game.friend[i].node.identity.dataset.color = get.translation(_status.color + "Color"); game.enemy[i].node.identity.dataset.color = get.translation(!_status.color + "Color"); } if (lib.storage.zhu && lib.storage.main_zhu) { if (!game.friendZhu.isInitFilter("noZhuHp")) { game.friendZhu.maxHp++; game.friendZhu.hp++; game.friendZhu.update(); } if (!game.enemyZhu.isInitFilter("noZhuHp")) { game.enemyZhu.maxHp++; game.enemyZhu.hp++; game.enemyZhu.update(); } } _status.friend.splice(0, num); _status.enemy.splice(0, num); if (lib.storage.single_control && game.players.length >= 4) { // ui.fakemebg.show(); game.onSwapControl(); } }); }, chooseCharacterOL: function () { switch (lib.configOL.versus_mode) { case "1v1": game.chooseCharacterOL1(); break; case "2v2": game.chooseCharacterOL2(); break; case "3v3": game.chooseCharacterOL3(); break; case "4v4": game.chooseCharacterOL4(); break; case "guandu": game.chooseCharacterOLGuandu(); break; } }, chooseCharacterOLGuandu: function () { var next = game.createEvent("chooseCharacter"); next.setContent(function () { "step 0"; var list = [ ["zhu", "ezhu", "ezhong", "zhong", "ezhong", "zhong", "zhong", "ezhong"], ["zhu", "ezhong", "zhong", "ezhu", "ezhong", "zhong", "ezhong", "zhong"], ["zhu", "ezhong", "zhong", "ezhong", "zhong", "ezhong", "zhong", "ezhu"], ["zhu", "ezhu", "zhong", "ezhong", "zhong", "ezhong", "zhong", "ezhong"], ["zhu", "ezhong", "zhong", "ezhong", "zhong", "ezhu", "zhong", "ezhong"], ].randomGet(); var side = true; var num = Math.floor(Math.random() * 8); list = list.splice(8 - num).concat(list); for (var i = 0; i < 8; i++) { if (list[i][0] == "e") { game.players[i].side = side; game.players[i].identity = list[i].slice(1); } else { game.players[i].side = !side; game.players[i].identity = list[i]; } if (game.players[i].identity == "zhu") { game[game.players[i].side + "Zhu"] = game.players[i]; game.players[i].isZhu = true; } game.players[i].setIdentity(game.players[i].identity); game.players[i].node.identity.dataset.color = get.translation( game.players[i].side + "Color" ); game.players[i].getId(); } var side = true; var map = {}; var num = Math.floor(Math.random() * 8); list = list.splice(8 - num).concat(list); for (var i = 0; i < 8; i++) { if (list[i][0] == "e") { game.players[i].side = side; game.players[i].identity = list[i].slice(1); } else { game.players[i].side = !side; game.players[i].identity = list[i]; } map[game.players[i].playerid] = [game.players[i].side, game.players[i].identity]; } var evt_list = [ ["huoshaowuchao", "chunyuqiong"], ["liangcaokuifa", "sp_xuyou"], ["zhanyanliangzhuwenchou", "jsp_guanyu"], ["shishengshibai", "re_guojia"], ["xutuhuanjin", "yj_jushou"], ["liangjunxiangchi", "yj_jushou"], ["jianshoudaiyuan", "tianfeng"], ["yiruoshengqiang", "re_caocao"], ["shichongerjiao", "sp_xuyou"], ].randomGet(); var evt = evt_list[0], character = evt_list[1]; game.addGlobalSkill(evt); var func = function (map, evt, character) { for (var i in map) { var player = lib.playerOL[i]; if (player) { player.side = map[i][0]; player.identity = map[i][1]; player.setIdentity(); player.node.identity.dataset.color = get.translation(player.side + "Color"); if (player.identity == "zhu") { game[player.side + "Zhu"] = player; player.isZhu = true; } } } ui.arena.classList.add("choose-character"); if (evt == "shishengshibai") { ui.guanduInfo = get.is.phoneLayout() ? ui.create.div(".touchinfo.left", ui.window) : ui.create.div(ui.gameinfo); ui.guanduInfo.innerHTML = "十胜十败(0)"; } const showGuanduEvent = function (evt, character) { if (ui["GuanduEvent_" + evt]) return; ui["GuanduEvent_" + evt] = ui.create.system(get.translation(evt), null, true); lib.setPopped( ui["GuanduEvent_" + evt], function () { var uiintro = ui.create.dialog("hidden"); uiintro.add(get.translation(evt)); uiintro.add( '
' + get.translation(evt + "_info") + "
" ); var ul = uiintro.querySelector("ul"); if (ul) ul.style.width = "180px"; uiintro.add(ui.create.div(".placeholder")); return uiintro; }, 250 ); }; for (const i in lib.playerOL) { const target = lib.playerOL[i]; if (target == game.me) { showGuanduEvent(evt, character); } else if (target.isOnline2()) { target.send(showGuanduEvent, evt, character); } } if (lib.config.background_speak) game.playAudio("skill", evt); var dialog = ui.create.dialog("本局特殊事件:" + get.translation(evt)); dialog.addText(get.translation(evt + "_info"), false); dialog.add([[character], "character"]); setTimeout(function () { dialog.close(); }, 5000); }; game.broadcastAll(func, map, evt, character); _status.firstAct = game.falseZhu; game.delay(0, 5000); "step 1"; game.falseZhu.chooseButtonOL( [ [game.falseZhu, ["请选择武将", [["caocao"], "characterx"]], true], [game.trueZhu, ["请选择武将", [["re_yuanshao"], "characterx"]], true], ], function (player, result) { if (game.online || player == game.me) { player.init(result.links[0]); } } ); "step 2"; game.broadcastAll(function (result) { for (var i in result) { if (!lib.playerOL[i].name) { lib.playerOL[i].init(result[i].links[0]); } lib.playerOL[i].hp++; lib.playerOL[i].maxHp++; lib.playerOL[i].update(); } }, result); "step 3"; event.falseList = [ "xiahouyuan", "litong", "zangba", "manchong", "xunyu", "guojia", "zhangliao", "xuhuang", "caohong", "jsp_guanyu", "hanhaoshihuan", "caoren", "yujin", "liuye", "chengyu", "xunyou", "zhangxiu", "sp_jiaxu", ].filter(function (name) { if (lib.characterReplace[name]) { let goon = false; for (let i of lib.characterReplace[name]) { if (lib.character[i]) { lib.character[i][1] = "wei"; goon = true; } } return goon; } else if (lib.character[name]) { lib.character[name][1] = "wei"; return true; } return false; }); event.trueList = [ "xinping", "hanmeng", "gaogan", "yuantanyuanshang", "lvkuanglvxiang", "xinpi", "xunchen", "sp_ol_zhanghe", "chenlin", "jsp_liubei", "yj_jushou", "guotufengji", "gaolan", "xuyou", "tianfeng", "chunyuqiong", "shenpei", ].filter(function (name) { if (lib.characterReplace[name]) { let goon = false; for (let i of lib.characterReplace[name]) { if (lib.character[i]) { lib.character[i][1] = "qun"; goon = true; } } return goon; } else if (lib.character[name]) { lib.character[name][1] = "qun"; return true; } return false; }); game.broadcast( function (list1, list2) { for (let name of list1) { if (lib.characterReplace[name]) { for (let i of lib.characterReplace[name]) { if (lib.character[i]) { lib.character[i][1] = "wei"; } } } else if (lib.character[name]) { lib.character[name][1] = "wei"; } } for (let name of list2) { if (lib.characterReplace[name]) { for (let i of lib.characterReplace[name]) { if (lib.character[i]) { lib.character[i][1] = "qun"; } } } else if (lib.character[name]) { lib.character[name][1] = "qun"; } } }, event.falseList, event.trueList ); event.map = {}; var list = []; game.countPlayer(function (current) { if (current.identity == "zhong") { var choice = event[current.side + "List"].randomRemove(2); event.map[current.playerid] = choice; list.push([current, ["请选择武将", [choice, "characterx"]], true]); } }); game.me.chooseButtonOL(list, function (player, result) { if (game.online || player == game.me) { player.init(result.links[0]); } }); "step 4"; for (var i in result) { if (result[i] == "ai") { result[i] = event.map[i].randomRemove(1)[0]; } else result[i] = result[i].links[0]; } game.broadcastAll(function (result) { for (var i in result) { if (!lib.playerOL[i].name) lib.playerOL[i].init(result[i]); } setTimeout(function () { ui.arena.classList.remove("choose-character"); }, 500); }, result); }); }, chooseCharacterGuandu: function () { var next = game.createEvent("chooseCharacter"); next.setContent(function () { "step 0"; lib.init.onfree(); ui.arena.classList.add("choose-character"); const side = game.me.side.toString(); event.friendSide = side; event.enemySide = side == "true" ? "false" : "true"; event.zhuList = [["caocao"], ["re_yuanshao"]]; event.falseList = [ "xiahouyuan", "litong", "zangba", "manchong", "xunyu", "guojia", "zhangliao", "xuhuang", "caohong", "jsp_guanyu", "hanhaoshihuan", "caoren", "yujin", "liuye", "chengyu", "xunyou", "zhangxiu", "sp_jiaxu", ].filter(function (name) { if (lib.characterReplace[name]) { let goon = false; for (let i of lib.characterReplace[name]) { if (lib.character[i]) { lib.character[i][1] = "wei"; goon = true; } } return goon; } else if (lib.character[name]) { lib.character[name][1] = "wei"; return true; } return false; }); event.trueList = [ "xinping", "hanmeng", "gaogan", "yuantanyuanshang", "lvkuanglvxiang", "xinpi", "xunchen", "sp_ol_zhanghe", "chenlin", "jsp_liubei", "yj_jushou", "guotufengji", "gaolan", "xuyou", "tianfeng", "chunyuqiong", "shenpei", ].filter(function (name) { if (lib.characterReplace[name]) { let goon = false; for (let i of lib.characterReplace[name]) { if (lib.character[i]) { lib.character[i][1] = "qun"; goon = true; } } return goon; } else if (lib.character[name]) { lib.character[name][1] = "qun"; return true; } return false; }); "step 1"; game[event.enemySide + "Zhu"].chooseButton( [ "请选择你的武将牌", [event.zhuList[event.enemySide == "true" ? 1 : 0], "characterx"], ], true ); "step 2"; game[event.enemySide + "Zhu"].init(result.links[0]); game[event.enemySide + "Zhu"].maxHp++; game[event.enemySide + "Zhu"].hp++; game[event.enemySide + "Zhu"].update(); "step 3"; game.countPlayer((current) => { if (current.side.toString() == event.enemySide && current.identity == "zhong") { let choice = event[event.enemySide + "List"].randomRemove(2)[0]; if (lib.characterReplace[choice]) choice = lib.characterReplace[choice].randomGet(); current.init(choice); } }); "step 4"; var evt_list = [ ["huoshaowuchao", "chunyuqiong"], ["liangcaokuifa", "sp_xuyou"], ["zhanyanliangzhuwenchou", "jsp_guanyu"], ["shishengshibai", "re_guojia"], ["xutuhuanjin", "yj_jushou"], ["liangjunxiangchi", "yj_jushou"], ["jianshoudaiyuan", "tianfeng"], ["yiruoshengqiang", "re_caocao"], ["shichongerjiao", "sp_xuyou"], ].randomGet(); var evt = evt_list[0], character = evt_list[1]; game.addGlobalSkill(evt); const showGuanduEvent = function (evt) { if (ui["GuanduEvent_" + evt]) return; ui["GuanduEvent_" + evt] = ui.create.system(get.translation(evt), null, true); lib.setPopped( ui["GuanduEvent_" + evt], function () { var uiintro = ui.create.dialog("hidden"); uiintro.add(get.translation(evt)); uiintro.add( '
' + get.translation(evt + "_info") + "
" ); var ul = uiintro.querySelector("ul"); if (ul) ul.style.width = "180px"; uiintro.add(ui.create.div(".placeholder")); return uiintro; }, 250 ); }; showGuanduEvent(evt); game.broadcastAll(function (evt) { if (lib.config.background_speak) game.playAudio("skill", evt); if (evt == "shishengshibai") { ui.guanduInfo = get.is.phoneLayout() ? ui.create.div(".touchinfo.left", ui.window) : ui.create.div(ui.gameinfo); ui.guanduInfo.innerHTML = "十胜十败(0)"; } }, evt); game.me .chooseControl("ok") .set("dialog", [ "###本局特殊事件:" + get.translation(evt) + "###" + get.translation(evt + "_info"), [[character], "character"], ]); "step 5"; game[event.friendSide + "Zhu"].chooseButton( [ "请选择你的武将牌", [event.zhuList[event.friendSide == "true" ? 1 : 0], "characterx"], ], true ); "step 6"; if (game[event.friendSide + "Zhu"] == game.me) { game[event.friendSide + "Zhu"].init(result.links[0]); game[event.friendSide + "Zhu"].maxHp++; game[event.friendSide + "Zhu"].hp++; game[event.friendSide + "Zhu"].update(); } else event.zhuChoice = result.links[0]; "step 7"; if (game.me.identity != "zhu") { event.choose_me = true; game.me.chooseButton( [ "请选择你的武将牌", [event[event.friendSide + "List"].randomRemove(2), "characterx"], ], true ); } "step 8"; if (event.choose_me) game.me.init(result.links[0]); game.countPlayer(function (current) { if (current != game.me && current.side.toString() == event.friendSide) { if (current.identity == "zhong") { let choice = event[event.friendSide + "List"].randomRemove(2)[0]; if (lib.characterReplace[choice]) choice = lib.characterReplace[choice].randomGet(); current.init(choice); } else { current.init(event.zhuChoice); current.maxHp++; current.hp++; current.update(); } } }); "step 9"; setTimeout(function () { ui.arena.classList.remove("choose-character"); }, 500); }); }, chooseCharacterOL4: function () { var next = game.createEvent("chooseCharacter"); next.setContent(function () { "step 0"; var list = [ ["zhong", "ezhong", "ezhong", "zhong", "zhong", "ezhong", "ezhong", "zhong"], ["zhong", "ezhong", "zhong", "ezhong", "ezhong", "zhong", "ezhong", "zhong"], ["zhong", "ezhong", "ezhong", "zhong", "ezhong", "zhong", "zhong", "ezhong"], ["zhong", "ezhong", "zhong", "ezhong", "zhong", "ezhong", "zhong", "ezhong"], ["zhong", "ezhong", "ezhong", "zhong", "ezhong", "zhong", "ezhong", "zhong"], ].randomGet(); var rand1 = Math.floor(Math.random() * 4); var rand2 = Math.floor(Math.random() * 4); for (var i = 0; i < list.length; i++) { if (list[i] == "zhong") { if (rand1 == 0) { list[i] = "zhu"; } rand1--; } else { if (rand2 == 0) { list[i] = "ezhu"; } rand2--; } } var side = Math.random() < 0.5; var map = {}; var num = Math.floor(Math.random() * 8); list = list.splice(8 - num).concat(list); _status.firstAct = game.players[num]; event.current = _status.firstAct.next; for (var i = 0; i < 8; i++) { if (list[i][0] == "e") { game.players[i].side = side; game.players[i].identity = list[i].slice(1); } else { game.players[i].side = !side; game.players[i].identity = list[i]; } map[game.players[i].playerid] = [game.players[i].side, game.players[i].identity]; } if (_status.firstAct.side) { for (var i = 0; i < game.players.length; i++) { game.players[i].side = !game.players[i].side; map[game.players[i].playerid] = [game.players[i].side, game.players[i].identity]; } } game.broadcastAll(function (current) { for (var i = 0; i < game.players.length; i++) { game.players[i].node.name_seat = ui.create.div( ".name.name_seat", get.verticalStr( lib.translate[ "unknown" + get.distance(current, game.players[i], "absolute") ] ), game.players[i] ); game.players[i].node.name_seat.style.opacity = 1; } }, _status.firstAct); var filterChoice = function (name) { // if(name=='zuoci'||name=='miheng') return true; if (!lib.choiceFour.includes(name)) { return true; } if (lib.characterPack.refresh && lib.characterPack.refresh[name]) { if (!lib.configOL.characterPack.includes("refresh")) return true; return false; } if (lib.characterPack.standard && lib.characterPack.standard[name]) { if (!lib.configOL.characterPack.includes("standard")) return true; if ( lib.configOL.characterPack.includes("refresh") && lib.characterPack.refresh["re_" + name] ) return true; return false; } if (lib.characterPack.shenhua && lib.characterPack.shenhua[name]) { if (!lib.configOL.characterPack.includes("shenhua")) return true; return false; } if (lib.characterPack.sp && lib.characterPack.sp[name]) { if (!lib.configOL.characterPack.includes("sp")) return true; return false; } if (lib.characterPack.yijiang && lib.characterPack.yijiang[name]) { if (!lib.configOL.characterPack.includes("yijiang")) return true; return false; } return true; }; event.flipassign = true; event.videoId = lib.status.videoId++; var func = function (filter, id, selected, map, choiceFour) { lib.choiceFour = choiceFour; var dialog = ui.create.characterDialog("heightset", filter, "expandall").open(); dialog.videoId = id; for (var i in map) { var player = lib.playerOL[i]; if (player) { player.side = map[i][0]; player.identity = map[i][1]; player.setIdentity(); player.node.identity.dataset.color = get.translation(player.side + "Color"); if (player.identity == "zhu") { game[player.side + "Zhu"] = player; player.isZhu = true; } } } ui.arena.classList.add("choose-character"); }; event.map = map; event.selected = []; game.broadcastAll(func, filterChoice, event.videoId, event.selected, map, lib.choiceFour); _status.onreconnect = [ func, filterChoice, event.videoId, event.selected, map, lib.choiceFour, ]; "step 1"; game.broadcastAll(function (player) { player.classList.add("selectedx"); }, event.current); event.current .chooseButton(true) .set("filterButton", function (button) { return !_status.event.selected.includes(button.link); }) .set("ai", function (button) { if (_status.event.player.identity == "zhu") { if (Math.random() < 0.8) { var info = lib.character[button.link]; if (!info || !info.isZhugong) { return 0; } } } var seed = _status.event.seed; var rank = get.rank(button.link, true); if (seed > 0.4) { return rank >= 6 ? Math.random() : -Math.random(); } else if (seed > 0.1) { return rank >= 4 && rank < 6 ? Math.random() : -Math.random(); } else { return rank < 4 ? Math.random() : -Math.random(); } }) .set("selected", _status.event.selected) .set("dialog", event.videoId) .set("seed", Math.random()); "step 2"; event.selected.push(result.links[0]); game.broadcastAll( function (player, name, zhu) { player.classList.remove("selectedx"); player.init(name); if (player.node.name_seat) { player.node.name_seat.remove(); } }, event.current, result.links[0] ); if (event.current.identity == "zhu") { if (!event.current.isInitFilter("noZhuHp")) { event.current.maxHp++; event.current.hp++; event.current.update(); } } event.current.classList.remove("selectedx"); for (var i = 0; i < game.players.length; i++) { if (!game.players[i].name1) break; } if (i < game.players.length) { var side = event.current.side; event.current = _status.firstAct.next; if (event.flipassign) { for (var iwhile = 0; iwhile < 8; iwhile++) { event.current = event.current.next; if (event.current.side != side && !event.current.name1) { break; } } } else { for (var iwhile = 0; iwhile < 8; iwhile++) { event.current = event.current.previous; if (event.current.side == side && !event.current.name1) { break; } } } event.flipassign = !event.flipassign; event.goto(1); } "step 3"; _status.onreconnect = [ function () { for (var i = 0; i < game.players.length; i++) { var player = game.players[i]; if (player.identity == "zhu") { game[player.side + "Zhu"] = player; player.isZhu = true; } } }, ]; game.broadcastAll(function (id) { var dialog = get.idDialog(id); if (dialog) { dialog.close(); } setTimeout(function () { ui.arena.classList.remove("choose-character"); }, 500); }, event.videoId); }); }, chooseCharacterOL3: function () { var next = game.createEvent("chooseCharacterOL"); next.setContent(function () { "step 0"; game.additionaldead = []; game.broadcastAll( function (ref, bool) { ui.arena.classList.add("choose-character"); for (var i = 0; i < 6; i++) { ref.side = bool; ref = ref.next; bool = !bool; } for (var i = 0; i < game.players.length; i++) { if (game.players[i].side == game.me.side) { game.players[i].node.identity.firstChild.innerHTML = "友"; } else { game.players[i].node.identity.firstChild.innerHTML = "敌"; } game.players[i].node.identity.dataset.color = game.players[i].side + "zhu"; } }, game.players[0], Math.random() < 0.5 ); if (game.me.side == undefined) { game.me.side = game.players[0].side; } _status.onreconnect = [ function () { var players = game.players.concat(game.dead); for (var i = 0; i < players.length; i++) { if (players[i].side == game.me.side) { players[i].node.identity.firstChild.innerHTML = "友"; } else { players[i].node.identity.firstChild.innerHTML = "敌"; } } }, ]; var list = get.charactersOL(); var choose = []; event.list = list; for (var i = 0; i < game.players.length; i++) { choose.push([ game.players[i], ["选择出场和备用武将", [list.randomRemove(5), "character"]], 2, true, ]); } game.me.chooseButtonOL(choose, function (player, result) { if (game.online || player == game.me) player.init(result.links[0]); }); "step 1"; for (var i in result) { if (result[i] == "ai") { result[i] = event.list.randomRemove(2); } else { result[i] = result[i].links; } } game.broadcastAll( function (result, func1, func2) { setTimeout(function () { ui.arena.classList.remove("choose-character"); }, 500); _status.friendDied = []; _status.enemyDied = []; _status.friend = []; _status.enemy = []; _status.enemyCount = ui.create.system( "杀敌: " + get.cnNumber(0, true), null, true ); _status.friendCount = ui.create.system( "阵亡: " + get.cnNumber(0, true), null, true ); lib.setPopped(_status.friendCount, func1); lib.setPopped(_status.enemyCount, func2); for (var i in result) { if (!lib.playerOL[i].name1) { lib.playerOL[i].init(result[i][0]); } if (lib.playerOL[i].side == game.me.side) { _status.friend.push(result[i][1]); } else { _status.enemy.push(result[i][1]); } } }, result, game.versusHoverFriend, game.versusHoverEnemy ); _status.onreconnect = [ function (list1, list2, list3, list4, side, func1, func2) { if (side != game.me.side) { var tmp; tmp = list1; list1 = list2; list2 = tmp; tmp = list3; list3 = list4; list4 = tmp; } _status.friendDied = list1; _status.enemyDied = list2; _status.friend = list3; _status.enemy = list4; _status.enemyCount = ui.create.system( "杀敌: " + get.cnNumber(_status.enemyDied.length, true), null, true ); _status.friendCount = ui.create.system( "阵亡: " + get.cnNumber(_status.friendDied.length, true), null, true ); lib.setPopped(_status.friendCount, func1); lib.setPopped(_status.enemyCount, func2); for (var i = 0; i < game.players.length; i++) { if (game.players[i].side == game.me.side) { game.players[i].node.identity.firstChild.innerHTML = "友"; } else { game.players[i].node.identity.firstChild.innerHTML = "敌"; } } }, _status.friendDied, _status.enemyDied, _status.friend, _status.enemy, game.me.side, game.versusHoverFriend, game.versusHoverEnemy, ]; }); }, chooseCharacterOL2: function () { var next = game.createEvent("chooseCharacterOL"); next.setContent(function () { "step 0"; var ref = game.players[0]; var bool = Math.random() < 0.5; var bool2 = Math.random() < 0.5; ref.side = bool; ref.next.side = bool2; ref.next.next.side = !bool; ref.previous.side = !bool2; var firstChoose = game.players.randomGet(); if (firstChoose.next.side == firstChoose.side) { firstChoose = firstChoose.next; } _status.firstAct = firstChoose; for (var i = 0; i < 4; i++) { firstChoose.node.name.innerHTML = get.verticalStr(get.cnNumber(i + 1, true) + "号位"); firstChoose = firstChoose.next; } for (var i = 0; i < game.players.length; i++) { if (game.players[i].side == game.me.side) { game.players[i].node.identity.firstChild.innerHTML = "友"; } else { game.players[i].node.identity.firstChild.innerHTML = "敌"; } game.players[i].node.identity.dataset.color = game.players[i].side + "zhu"; } ui.arena.classList.add("choose-character"); game.broadcast( function (ref, bool, bool2, firstChoose) { ref.side = bool; ref.next.side = bool2; ref.next.next.side = !bool; ref.previous.side = !bool2; for (var i = 0; i < 4; i++) { firstChoose.node.name.innerHTML = get.verticalStr( get.cnNumber(i + 1, true) + "号位" ); firstChoose = firstChoose.next; } for (var i = 0; i < game.players.length; i++) { if (game.players[i].side == game.me.side) { game.players[i].node.identity.firstChild.innerHTML = "友"; } else { game.players[i].node.identity.firstChild.innerHTML = "敌"; } game.players[i].node.identity.dataset.color = game.players[i].side + "zhu"; } ui.arena.classList.add("choose-character"); }, ref, bool, bool2, _status.firstAct ); _status.onreconnect = [ function () { var players = game.players.concat(game.dead); for (var i = 0; i < players.length; i++) { if (players[i].side == game.me.side) { players[i].node.identity.firstChild.innerHTML = "友"; } else { players[i].node.identity.firstChild.innerHTML = "敌"; } } }, ]; //22联机分配武将 var list = []; var libCharacter = {}; var list4 = []; for (var i = 0; i < lib.configOL.characterPack.length; i++) { var pack = lib.characterPack[lib.configOL.characterPack[i]]; for (var j in pack) { if (typeof func == "function" && func(j)) continue; if (lib.connectBanned.includes(j)) continue; if (lib.character[j]) libCharacter[j] = pack[j]; } } for (i in lib.characterReplace) { var ix = lib.characterReplace[i]; for (var j = 0; j < ix.length; j++) { if (!libCharacter[ix[j]] || lib.filter.characterDisabled(ix[j], libCharacter)) ix.splice(j--, 1); } if (ix.length) { list.push(i); list4.addArray(ix); } } game.broadcast(function (list) { for (var i in lib.characterReplace) { var ix = lib.characterReplace[i]; for (var j = 0; j < ix.length; j++) { if (!list.includes(ix[j])) ix.splice(j--, 1); } } }, list4); for (i in libCharacter) { if (list4.includes(i) || lib.filter.characterDisabled(i, libCharacter)) continue; list.push(i); list4.push(i); } var choose = {}; event.list = list; _status.characterlist = list4; //推荐队友选将 //给所有人生成对话框 for (var i = 0; i < game.players.length; i++) { choose[game.players[i].playerid] = list.randomRemove(6); } game._characterChoice = choose; event._choiceMap = {}; event.videoId = lib.status.videoId++; game.broadcastAll( function (id, choice) { game._characterChoice = choice; game._characterDialogID = id; var dialog = ui.create.dialog("请选择武将"); dialog.videoId = id; var players, friends; var player = game.me; for (var i in choice) { var current = lib.playerOL[i]; if (current == player) players = choice[i]; else if (current.side == player.side) friends = choice[i]; } dialog.addText("你的选将框"); var buttons = ui.create.div(".buttons", dialog.content); dialog.players = ui.create.buttons(players, "characterx", buttons); dialog.buttons = dialog.buttons.concat(dialog.players); dialog.addText("队友的选将框(点击可为其推荐武将)"); buttons = ui.create.div(".buttons", dialog.content); dialog.friends = ui.create.buttons(friends, "characterx", buttons); dialog.buttons = dialog.buttons.concat(dialog.friends); }, event.videoId, choose ); //发送选择事件 var send = function () { var next = game.me.chooseButton([1, 2], true); next.set("dialog", game._characterDialogID); next.set("callback", function (player, result) { player.init(result.links[0], null, null, false); var button = game._playerChoice; button.classList.remove("glow2"); button.classList.add("selected"); delete game._playerChoice; }); //托管选择 next.set("ai", function (button) { if (ui.selected.buttons.length) return 0; var dialog = get.idDialog(game._characterDialogID); if (dialog.friends && dialog.friends.includes(button)) return 0; if (dialog.classList.contains("glow2")) return 1 + Math.random(); return 0.5 + Math.random(); }); //修改点击按钮后的反应 next.set("custom", { replace: { button: function (button) { var dialog = get.idDialog(game._characterDialogID); var origin = button._link, choice = button.link; //选择按钮时自动取消选择上一个按钮 if (dialog.players.includes(button)) { if (!button.classList.contains("selected")) { button.classList.add("selected"); ui.selected.buttons.add(button); game._playerChoice = button; for (var other of dialog.players) { if (other != button && other.classList.contains("selected")) { other.classList.remove("selected"); ui.selected.buttons.remove(other); } } } game.check(); } else { //给队友推荐选将 if (game._friendConfirmed) return; if (button == dialog._recommending) return; dialog._recommending = button; button.classList.add("glow2"); for (var other of dialog.friends) { if (other != button && other.classList.contains("glow2")) { other.classList.remove("glow2"); } } //将最小发送延时间隔设置为0.5秒 避免通过频繁点击进行炸服 if (dialog.delay) return; if (game.online) game.send("tempResult", origin); else game.me.tempUnwait(origin); dialog.delay = setTimeout(function () { delete dialog.delay; if (game._friendConfirmed) return; var recommend = dialog._recommending._link; if (recommend != origin) { if (game.online) game.send("tempResult", recommend); else game.me.tempUnwait(recommend); } }, 500); } }, }, add: {}, }); if (game.online) game.resume(); }; //推荐选将后的回传函数 event.recommend = function (player, choice) { if (player.name1 || game._characterDialogID == undefined) return; var dialog = get.idDialog(game._characterDialogID); if (dialog) { for (var button of dialog.players) { if (button._link == choice) button.classList.add("glow2"); else if (button.classList.contains("glow2")) button.classList.remove("glow2"); } } }; //确认选将后的回传函数 event.confirm = function (player, choice) { if (!player.name1) player.init(choice, null, null, false); game._friendConfirmed = true; if (game._characterDialogID == undefined) return; var dialog = get.idDialog(game._characterDialogID); if (!dialog) return; for (var button of dialog.friends) { button.classList.remove("glow2"); if ( button.link == choice || (lib.characterReplace[button._link] && lib.characterReplace[button._link].includes(choice)) ) button.classList.add("selected"); } }; //处理result var sendback = function (result, player) { var type = typeof result; var friend = game.findPlayer(function (current) { return current != player && current.side == player.side; }); //处理推荐选将 if (type == "string") { if (friend == game.me) event.recommend(friend, result); else if (friend.isOnline()) friend.send(event.recommend, friend, result); else friend._aiChoice = result; } //处理确认选将 else if (result && type == "object") { var choice = result.links[0]; event._choiceMap[player.playerid] = choice; if (friend == game.me) event.confirm(player, choice); else if (friend.isOnline()) friend.send(event.confirm, player, choice); } }; event.sendback = sendback; //发送 event.ai_targets = []; for (var i = 0; i < game.players.length; i++) { if (game.players[i].isOnline()) { event.withol = true; game.players[i].send(send); game.players[i].wait(sendback); } else if (game.players[i] == game.me) { event.withme = true; send(); game.me.wait(sendback); } else { event.ai_targets.push(game.players[i]); game.players[i].showTimer(); } } //模拟AI思考后选择 if (event.ai_targets.length) { event.ai_targets.randomSort(); setTimeout(function () { event.interval = setInterval(function () { var target = event.ai_targets.shift(); var list = game._characterChoice[target.playerid]; var choice; //AI必选玩家推荐角色 if (target._aiChoice && list.includes(target._aiChoice)) choice = target._aiChoice; else choice = list.randomGet(); if (lib.characterReplace[choice]) choice = lib.characterReplace[choice].randomGet(); event.sendback( { result: bool, links: [choice], }, target ); target.hideTimer(); if (!event.ai_targets.length) { clearInterval(event.interval); if (event.withai) game.resume(); } }, 1000); }, 6000); } "step 1"; if (event.withme) { game.me.unwait(result); } "step 2"; if (event.withol && !event.resultOL) { game.pause(); } "step 3"; if (event.ai_targets.length > 0) { event.withai = true; game.pause(); } "step 4"; game.broadcastAll(function (id) { var dialog = get.idDialog(id); if (dialog) { dialog.close(); clearInterval(dialog.delay); } }, event.videoId); var result = event._choiceMap; for (var i in lib.playerOL) { if (!lib.character[result[i]]) { result[i] = game._characterChoice[i].randomGet(); } _status.characterlist.remove(result[i]); if (!lib.playerOL[i].name1) { lib.playerOL[i].init(result[i]); } lib.playerOL[i].update(); } game.broadcast(function (result) { for (var i in result) { if (!lib.playerOL[i].name1) { lib.playerOL[i].init(result[i]); lib.playerOL[i].update(); } } setTimeout(function () { ui.arena.classList.remove("choose-character"); }, 500); }, result); setTimeout(function () { ui.arena.classList.remove("choose-character"); }, 500); if (lib.configOL.olfeiyang_four) { var target = _status.firstAct.previous; if (target.isIn()) target.addSkill("olfeiyang"); } game.addGlobalSkill("versus_viewHandcard"); }); }, chooseCharacterOL1: function () { var next = game.createEvent("chooseCharacterOL"); next.setContent(function () { "step 0"; game.removeCard("shengdong"); game.additionaldead = []; var list = get.charactersOL(); list = list.randomGets(parseInt(lib.configOL.choice_num)); list.remove("huatuo"); list.remove("sunquan"); event.videoId = lib.status.videoId++; if (Math.random() < 0.5) { event.choosing = game.players[0]; } else { event.choosing = game.players[1]; } var createDialog = function (list, id, list1, list2) { var dialog = ui.create.dialog("选择角色", [list, "character"]); dialog.classList.add("fullwidth"); dialog.classList.add("fullheight"); dialog.classList.add("noslide"); dialog.classList.add("fixed"); dialog.videoId = id; if (list2 && list2) { ui.arena.classList.add("playerhidden"); for (var i = 0; i < dialog.buttons.length; i++) { var button = dialog.buttons[i]; if (list1.includes(button.link)) { button.classList.add("selectedx"); } else if (list2.includes(button.link)) { button.classList.add("glow"); } } } else { if (list1 != game.me) { dialog.content.firstChild.innerHTML = "等待对手选择"; } } }; game.broadcastAll(createDialog, list, event.videoId, event.choosing); game.players[0].storage.versuslist = []; game.players[1].storage.versuslist = []; event.selected = []; _status.firstChoose = event.choosing; event.num = (parseInt(lib.configOL.replace_number) + 1) * 2; _status.onreconnect = [ createDialog, list, event.videoId, _status.firstChoose.storage.versuslist, _status.firstChoose.next.storage.versuslist, ]; game.broadcastAll(function (player) { player.setIdentity("truezhu"); player.next.setIdentity("falsezhu"); }, _status.firstChoose); "step 1"; var next = event.choosing.chooseButton(event.videoId, 1, true); next.set("filterButton", function (button) { if (_status.event.selected.includes(button.link)) return false; return true; }); next.set("selected", event.selected); next.set("ai", function () { return Math.random(); }); "step 2"; event.choosing.storage.versuslist.push(result.links[0]); game.broadcastAll( function (link, choosing, first, id) { var dialog = get.idDialog(id); if (dialog) { if (choosing == game.me) { choosing = "你"; } else { choosing = "对手"; } dialog.content.firstChild.innerHTML = choosing + "选择了" + get.translation(link); for (var i = 0; i < dialog.buttons.length; i++) { if (dialog.buttons[i].link == link) { if (first) { dialog.buttons[i].classList.add("selectedx"); } else { dialog.buttons[i].classList.add("glow"); } } } } }, result.links[0], event.choosing, event.choosing == _status.firstChoose, event.videoId ); event.selected.push(result.links[0]); event.choosing = event.choosing.next; event.num--; if (event.num) { event.goto(1); } "step 3"; game.delay(2); "step 4"; game.broadcastAll(function (id) { ui.arena.classList.remove("playerhidden"); var dialog = get.idDialog(id); if (dialog) { dialog.close(); } }, event.videoId); _status.friendDied = []; _status.enemyDied = []; _status.friend = game.players[0].storage.versuslist; _status.enemy = game.players[1].storage.versuslist; delete game.players[0].storage.versuslist; delete game.players[1].versuslist; _status.enemyCount = ui.create.system("杀敌: " + get.cnNumber(0, true), null, true); _status.friendCount = ui.create.system("阵亡: " + get.cnNumber(0, true), null, true); lib.setPopped(_status.friendCount, game.versusHoverFriend); lib.setPopped(_status.enemyCount, game.versusHoverEnemy); game.me.side = true; game.players[0].side = true; game.players[1].side = false; var func = function (list1, list2, list3, list4, func1, func2, playerid) { if (game.me.playerid == playerid) { game.me.side = true; game.me.next.side = false; } else { game.me.side = false; game.me.next.side = true; } if (game.me.side) { _status.enemyDied = list1; _status.friendDied = list2; _status.enemy = list3; _status.friend = list4; } else { _status.friendDied = list1; _status.enemyDied = list2; _status.friend = list3; _status.enemy = list4; } _status.enemyCount = ui.create.system( "杀敌: " + get.cnNumber(_status.enemyDied.length, true), null, true ); _status.friendCount = ui.create.system( "阵亡: " + get.cnNumber(_status.friendDied.length, true), null, true ); lib.setPopped(_status.friendCount, func1); lib.setPopped(_status.enemyCount, func2); }; _status.onreconnect = [ func, _status.enemyDied, _status.friendDied, _status.enemy, _status.friend, game.versusHoverFriend, game.versusHoverEnemy, game.players[0].playerid, ]; game.broadcast( func, _status.enemyDied, _status.friendDied, _status.enemy, _status.friend, game.versusHoverFriend, game.versusHoverEnemy, game.players[0].playerid ); var list = [ [game.players[0], ["选择出场角色", [_status.friend, "character"]]], [game.players[1], ["选择出场角色", [_status.enemy, "character"]]], ]; game.me.chooseButtonOL(list, function (player, result) { if (game.online || player == game.me) player.init(result.links[0]); }); "step 5"; var result1; var friend = result[game.players[0].playerid]; if (friend && friend.links && friend.links.length) { result1 = friend.links[0]; } else { result1 = _status.friend.randomGet(); } var result2; var enemy = result[game.players[1].playerid]; if (enemy && enemy.links && enemy.links.length) { result2 = enemy.links[0]; } else { result2 = _status.enemy.randomGet(); } if (!game.players[0].name1) game.players[0].init(result1); if (!game.players[1].name1) game.players[1].init(result2); _status.friend.remove(result1); _status.enemy.remove(result2); game.broadcast( function (result1, result2) { if (game.me.side) { if (!game.me.name1) game.me.init(result1); if (!game.me.next.name1) game.me.next.init(result2); _status.friend.remove(result1); _status.enemy.remove(result2); } else { if (!game.me.name1) game.me.init(result2); if (!game.me.next.name1) game.me.next.init(result1); _status.friend.remove(result2); _status.enemy.remove(result1); } }, result1, result2 ); }); }, phaseLoopThree: function (player) { _status.isRoundFilter = function (event) { return event._isThreeRound === true; }; var next = game.createEvent("phaseLoop"); next.player = player; next.swap = function (player) { if (player.side == game.me.side) { return game.enemyZhu; } else { return game.me; } }; next.setContent(function () { "step 0"; var next = player.phase(); if (!game.players.some((current) => current.classList.contains("acted"))) { next._isThreeRound = true; } player.classList.add("acted"); "step 1"; if (player.identity != "zhu") { for (var i = 0; i < game.players.length; i++) { if ( game.players[i].side == player.side && game.players[i].identity != "zhu" && game.players[i] != player && !game.players[i].classList.contains("acted") ) { game.players[i].classList.add("acted"); game.players[i].phase(); break; } } } "step 2"; var target = event.swap(player); var swap = [], swap2 = []; for (var i = 0; i < game.players.length; i++) { if (game.players[i].isOut()) continue; if (!game.players[i].classList.contains("acted")) { if (game.players[i].side == target.side) { swap.push(game.players[i]); } else { swap2.push(game.players[i]); } } } if (swap.length == 0) { if (swap2.length) { target = event.swap(target); swap = swap2; } else { for (var i = 0; i < game.players.length; i++) { if (game.players[i].isOut()) continue; game.players[i].classList.remove("acted"); } delete _status.roundStart; event.redo(); game.delay(); return; } } if (swap.length == 1) { event.directresult = swap[0]; } else { var rand = Math.random(); var next = target.chooseTarget( "选择行动的角色", true, function (card, player, target2) { return target2.side == target.side && !target2.classList.contains("acted"); } ); next._triggered = null; next.includeOut = true; next.ai = function (target2) { var num = 0; if (target2.countCards("j")) { num -= 5; } if (target2.identity != "zhu") { for (var i = 0; i < game.players.length; i++) { if ( game.players[i].identity != "zhu" && game.players[i] != target2 && game.players[i].side == target2.side && game.players[i].countCards("j") ) { num -= 2; } } } if (rand < 1 / 3) { num += 1 / (target2.hp + 1); } else if (rand < 2 / 3) { num += target2.countCards("h") / 5; } return num; }; } "step 3"; if (event.directresult) { event.player = event.directresult; delete event.directresult; } else if (result.bool) { event.player = result.targets[0]; } event.goto(0); }); }, versusPhaseLoop: function (player) { var next = game.createEvent("phaseLoop"); next.player = player; next.setContent(function () { "step 0"; if (lib.storage.zhu) { player.classList.add("acted"); } player.phase(); "step 1"; if (lib.storage.zhu) { _status.currentSide = !_status.currentSide; _status.round++; if (_status.round >= 2 * Math.max(game.friend.length, game.enemy.length)) { _status.round = 0; for (var i = 0; i < game.players.length; i++) { game.players[i].classList.remove("acted"); } delete _status.roundStart; } var list = _status.currentSide == game.me.side ? game.friend.slice(0) : game.enemy.slice(0); for (var i = 0; i < list.length; i++) { if (list[i].classList.contains("acted") || list[i].isOut()) { list.splice(i, 1); i--; } } if (list.length == 0) event.redo(); else if ( list.length == 1 || (game.me != game.friendZhu && !lib.storage.single_control) || _status.currentSide != game.me.side ) { list.sort(function (a, b) { if (a.countCards("j") > b.countCards("j")) return 1; return a.hp - b.hp; }); event.player = list[0]; event.goto(0); } else { game.me.chooseTarget("选择要行动的角色", true, function (card, player, target) { return ( target.classList.contains("acted") == false && target.side == game.me.side ); }).includeOut = true; } } else { event.player = event.player.next; event.goto(0); } "step 2"; event.player = result.targets[0]; event.goto(0); }); }, phaseLoopJiange: function () { var next = game.createEvent("phaseLoop"); next.num = 0; next.setContent(function () { if (event.num >= 8) { event.num -= 8; } var player = _status.actlist[event.num]; if (player.isAlive()) { player.phase(); } event.num++; event.redo(); }); }, replacePlayerOL: function (player) { var next = game.createEvent("replacePlayer", false, _status.event.getParent()); next.source = player; next.setContent("replacePlayerOL"); }, replacePlayer: function (player) { var next = game.createEvent("replacePlayer", false, _status.event.getParent()); next.source = player; next.setContent("replacePlayer"); }, replacePlayerTwo: function (player, character) { var next = game.createEvent("replacePlayerTwo", false, _status.event.getParent()); next.source = player; next.character = character; next.setContent("replacePlayerTwo"); }, versusClickToSwap: function (e) { if (_status.dragged) return; if (this.link == game.me) { if (!this.classList.contains("buttonclick")) { this.addTempClass("buttonclick"); } } else if (_status.event.player == game.me && !_status.auto) { game.me.popup("请稍后再换人"); e.stopPropagation(); } else { game.modeSwapPlayer(this.link); } }, versusHoverEnemy: function () { var uiintro = ui.create.dialog("hidden"); if (_status.enemyDied.length) { uiintro.add("已阵亡"); uiintro.add([_status.enemyDied, "character"]); } uiintro.add("未上场"); if (_status.enemy.length) { uiintro.add([_status.enemy, "character"]); } else { uiintro.add("(无)"); } return uiintro; }, versusHoverFriend: function () { var uiintro = ui.create.dialog("hidden"); if (_status.friendDied.length) { uiintro.add("已阵亡"); uiintro.add([_status.friendDied, "character"]); } uiintro.add("未上场"); if (_status.friend.length) { uiintro.add([_status.friend, "character"]); } else { uiintro.add("(无)"); } return uiintro; }, versusHoverHandcards: function () { var uiintro = ui.create.dialog("hidden"); var added = false; for (var i = 0; i < game.players.length; i++) { if ( game.players[i].name && game.players[i].side == game.me.side && game.players[i] != game.me ) { added = true; uiintro.add(get.translation(game.players[i])); var cards = game.players[i].getCards("h"); if (cards.length) { uiintro.addSmall(cards, true); } else { uiintro.add("(无)"); } } } if (added) return uiintro; }, versusCheckEnemy: function () { _status.clicked = true; if (ui.intro) { ui.intro.close(); if (ui.intro.source == "versusCheckEnemy") { delete ui.intro; ui.control.show(); game.resume2(); return; } } game.pause2(); ui.control.hide(); ui.intro = ui.create.dialog(); ui.intro.source = "versusCheckEnemy"; if (_status.enemyDied.length) { ui.intro.add("已阵亡"); ui.intro.add([_status.enemyDied, "character"]); } ui.intro.add("未上场"); if (_status.enemy.length) { ui.intro.add([_status.enemy, "character"]); } else { ui.intro.add("(无)"); } }, versusCheckFriend: function () { _status.clicked = true; if (ui.intro) { ui.intro.close(); if (ui.intro.source == "versusCheckFriend") { delete ui.intro; ui.control.show(); game.resume2(); return; } } game.pause2(); ui.control.hide(); ui.intro = ui.create.dialog(); ui.intro.source = "versusCheckFriend"; if (_status.friendDied.length) { ui.intro.add("已阵亡"); ui.intro.add([_status.friendDied, "character"]); } ui.intro.add("未上场"); if (_status.friend.length) { ui.intro.add([_status.friend, "character"]); } else { ui.intro.add("(无)"); } }, versusSwapPlayer: function () { if (ui.intro) { ui.intro.close(); if (ui.intro.source == "versusSwapPlayer") { delete ui.intro; ui.control.show(); game.resume2(); return; } } if ((_status.event.player == game.me && _status.paused) || _status.paused2) { game.me.popup("请稍后再换人"); } else { _status.clicked = true; if (ui.intro) { ui.intro.close(); if (ui.intro.source == this.parentNode) { delete ui.intro; ui.control.show(); game.resume2(); return; } } game.pause2(); ui.control.hide(); ui.intro = ui.create.dialog(); ui.intro.source = "versusSwapPlayer"; var players = []; for (var i = 0; i < game.players.length; i++) { if (game.players[i].side == game.me.side && game.players[i] != game.me) { players.push(game.players[i]); } } ui.intro.add(players, true); var buttons = ui.intro.querySelectorAll(".button"); for (var i = 0; i < buttons.length; i++) { buttons[i].addEventListener( lib.config.touchscreen ? "touchend" : "click", game.versusClickToSwap ); } } }, switchAutoreplace: function (e) { e.stopPropagation(); this.classList.toggle("on"); game.save("autoreplaceinnerhtml", this.classList.contains("on")); }, onSwapControl: function () { game.addVideo("onSwapControl"); var name = game.me.name; if (ui.fakeme && ui.fakeme.current != name) { ui.fakeme.current = name; if (ui.versushighlight && ui.versushighlight != game.me) { ui.versushighlight.classList.remove("current_action"); } ui.versushighlight = game.me; game.me.classList.add("current_action"); ui.fakeme.style.backgroundImage = game.me.node.avatar.style.backgroundImage; } }, modeSwapPlayer: function (player) { if (_status.mode == "three" || (_status.mode == "standard" && lib.storage.single_control)) { game.swapControl(player); game.onSwapControl(); } else { game.swapPlayer(player); } }, updateLineMe: function (opacity, player) { if (!player) { player = game.me; } ui.lineme.width = ui.window.offsetWidth; ui.lineme.height = ui.window.offsetHeight; var ctx = ui.linemectx; ctx.shadowBlur = 5; ctx.shadowColor = "rgba(0,0,0,0.3)"; ctx.fillStyle = "white"; if (typeof opacity != "number") { opacity = 0.5; } ctx.strokeStyle = "rgba(255,255,255," + opacity + ")"; ctx.lineWidth = 3; ctx.setLineDash([8, 2]); ctx.beginPath(); var startx, endx, pos; var endy = game.me.offsetHeight / 2 + game.me.offsetTop + ui.arena.offsetTop; var starty = ui.me.offsetTop + ui.arena.offsetTop + ui.me.offsetHeight / 2; if (game.me.offsetLeft + game.me.offsetWidth / 2 <= ui.arena.offsetWidth / 2) { startx = ui.me.offsetLeft + ui.arena.offsetLeft; endx = game.me.offsetLeft + ui.arena.offsetLeft; pos = -1; } else { startx = ui.me.offsetLeft + ui.arena.offsetLeft + ui.me.offsetWidth; endx = game.me.offsetWidth + game.me.offsetLeft + ui.arena.offsetLeft; pos = 1; } ctx.moveTo(startx, starty); startx += (pos * ui.arena.offsetLeft) / 2; ctx.quadraticCurveTo(startx, starty, startx, starty - (starty - endy) / 2); ctx.quadraticCurveTo(startx, endy, endx, endy); ctx.stroke(); }, }, jiangeboss: Object.assign(new Proxy( {}, { set(target, prop, newValue) { return Reflect.set(target, prop, get.convertedCharacter(newValue)); }, } ), { boss_liedixuande: [ "male", "shu", 5, ["boss_lingfeng", "boss_jizhen"], ["jiangeboss", "hiddenboss", "bossallowed"], "shu", ], boss_gongshenyueying: [ "female", "shu", 4, ["boss_gongshenjg", "boss_jingmiao", "boss_zhinang"], ["jiangeboss", "hiddenboss", "bossallowed"], "shu", ], boss_tianhoukongming: [ "male", "shu", 4, ["boss_biantian", "bazhen"], ["jiangeboss", "hiddenboss", "bossallowed"], "shu", ], boss_yuhuoshiyuan: [ "male", "shu", 4, ["boss_yuhuojg", "boss_qiwu", "boss_tianyujg"], ["jiangeboss", "hiddenboss", "bossallowed"], "shu", ], boss_qiaokuijunyi: [ "male", "wei", 4, ["boss_huodi", "boss_jueji"], ["jiangeboss", "hiddenboss", "bossallowed"], "wei", ], boss_jiarenzidan: [ "male", "wei", 5, ["boss_chiying", "boss_jingfan"], ["jiangeboss", "hiddenboss", "bossallowed"], "wei", ], boss_duanyuzhongda: [ "male", "wei", 5, ["boss_fanshi", "boss_xuanlei", "boss_skonghun"], ["jiangeboss", "hiddenboss", "bossallowed"], "wei", ], boss_juechenmiaocai: [ "male", "wei", 5, ["boss_chuanyun", "boss_leili", "boss_fengxing"], ["jiangeboss", "hiddenboss", "bossallowed"], "wei", ], boss_jileibaihu: [ "male", "shu", 5, ["boss_jiguan", "boss_zhenwei", "boss_benlei"], ["jiangemech", "hiddenboss", "bossallowed"], "shu", ], boss_yunpingqinglong: [ "male", "shu", 5, ["boss_jiguan", "boss_mojianjg"], ["jiangemech", "hiddenboss", "bossallowed"], "shu", ], boss_lingjiaxuanwu: [ "male", "shu", 5, ["boss_jiguan", "yizhong", "boss_lingyu"], ["jiangemech", "hiddenboss", "bossallowed"], "shu", ], boss_chiyuzhuque: [ "male", "shu", 5, ["boss_jiguan", "boss_yuhuojg", "boss_tianyun"], ["jiangemech", "hiddenboss", "bossallowed"], "shu", ], boss_fudibian: [ "male", "wei", 5, ["boss_jiguan", "boss_didongjg"], ["jiangemech", "hiddenboss", "bossallowed"], "wei", ], boss_tuntianchiwen: [ "male", "wei", 5, ["boss_jiguan", "boss_tanshi", "boss_tunshi"], ["jiangemech", "hiddenboss", "bossallowed"], "wei", ], boss_shihuosuanni: [ "male", "wei", 5, ["boss_jiguan", "boss_lianyujg"], ["jiangemech", "hiddenboss", "bossallowed"], "wei", ], boss_lieshiyazi: [ "male", "wei", 5, ["boss_jiguan", "boss_nailuo"], ["jiangemech", "hiddenboss", "bossallowed"], "wei", ], boss_kumuyuanrang: [ "male", "wei", 5, ["boss_bashi", "boss_danjing"], ["jiangeboss", "hiddenboss", "bossallowed"], "wei", ], boss_baijiwenyuan: [ "male", "wei", 5, ["boss_jiaoxie"], ["jiangeboss", "hiddenboss", "bossallowed"], "wei", ], boss_yihanyunchang: [ "male", "shu", 5, ["boss_xiaorui", "boss_huchen"], ["jiangeboss", "hiddenboss", "bossallowed"], "shu", ], boss_fuweizilong: [ "male", "shu", 5, ["boss_fengjian", "boss_keding"], ["jiangeboss", "hiddenboss", "bossallowed"], "shu", ], }), cardsFour: [ ["spade", 7, "sha"], ["spade", 8, "sha"], ["spade", 8, "sha"], ["spade", 9, "sha"], ["spade", 9, "sha"], ["spade", 10, "sha"], ["spade", 10, "sha"], ["club", 2, "sha"], ["club", 3, "sha"], ["club", 4, "sha"], ["club", 5, "sha"], ["club", 6, "sha"], ["club", 7, "sha"], ["club", 8, "sha"], ["club", 8, "sha"], ["club", 9, "sha"], ["club", 9, "sha"], ["club", 10, "sha"], ["club", 10, "sha"], ["club", 11, "sha"], ["club", 11, "sha"], ["heart", 10, "sha"], ["heart", 10, "sha"], ["heart", 11, "sha"], ["diamond", 6, "sha"], ["diamond", 7, "sha"], ["diamond", 8, "sha"], ["diamond", 9, "sha"], ["diamond", 10, "sha"], ["diamond", 13, "sha"], ["heart", 2, "shan"], ["heart", 2, "shan"], ["heart", 13, "shan"], ["diamond", 2, "shan"], ["diamond", 2, "shan"], ["diamond", 3, "shan"], ["diamond", 4, "shan"], ["diamond", 5, "shan"], ["diamond", 6, "shan"], ["diamond", 7, "shan"], ["diamond", 8, "shan"], ["diamond", 9, "shan"], ["diamond", 10, "shan"], ["diamond", 11, "shan"], ["diamond", 11, "shan"], ["heart", 3, "tao"], ["heart", 4, "tao"], ["heart", 6, "tao"], ["heart", 7, "tao"], ["heart", 8, "tao"], ["heart", 9, "tao"], ["heart", 12, "tao"], ["diamond", 12, "tao"], ["spade", 2, "bagua"], ["club", 2, "bagua"], ["spade", 5, "jueying"], ["club", 5, "dilu"], ["heart", 13, "zhuahuang"], ["heart", 5, "chitu"], ["spade", 13, "dawan"], ["diamond", 13, "zixin"], ["club", 1, "zhuge"], ["diamond", 1, "zhuge"], ["spade", 2, "cixiong"], ["spade", 6, "qinggang"], ["spade", 5, "qinglong"], ["spade", 12, "zhangba"], ["diamond", 5, "guanshi"], ["diamond", 12, "fangtian"], ["heart", 5, "qilin"], ["heart", 3, "wugu"], ["heart", 4, "wugu"], ["heart", 1, "taoyuan"], ["spade", 7, "nanman"], ["spade", 13, "nanman"], ["club", 7, "nanman"], ["heart", 1, "wanjian"], ["spade", 1, "juedou"], ["club", 1, "juedou"], ["diamond", 1, "juedou"], ["heart", 7, "wuzhong"], ["heart", 8, "wuzhong"], ["heart", 9, "wuzhong"], ["heart", 11, "wuzhong"], ["spade", 3, "shunshou"], ["spade", 4, "shunshou"], ["spade", 11, "shunshou"], ["diamond", 3, "shunshou"], ["diamond", 4, "shunshou"], ["spade", 3, "guohe"], ["spade", 4, "guohe"], ["spade", 12, "guohe"], ["club", 3, "guohe"], ["club", 4, "guohe"], ["heart", 12, "guohe"], ["club", 12, "jiedao"], ["club", 13, "jiedao"], ["spade", 11, "wuxie"], ["club", 12, "wuxie"], ["club", 13, "wuxie"], ["spade", 6, "lebu"], ["club", 6, "lebu"], ["heart", 6, "lebu"], ["spade", 1, "shandian", "thunder"], ["spade", 2, "hanbing"], ["club", 2, "renwang"], ["heart", 12, "shandian", "thunder"], ["diamond", 12, "wuxie"], ["heart", 4, "sha", "fire"], ["heart", 7, "sha", "fire"], ["heart", 10, "sha", "fire"], ["diamond", 4, "sha", "fire"], ["diamond", 5, "sha", "fire"], ["spade", 4, "sha", "thunder"], ["spade", 5, "sha", "thunder"], ["spade", 6, "sha", "thunder"], ["spade", 7, "sha", "thunder"], ["spade", 8, "sha", "thunder"], ["club", 5, "sha", "thunder"], ["club", 6, "sha", "thunder"], ["club", 7, "sha", "thunder"], ["club", 8, "sha", "thunder"], ["heart", 8, "shan"], ["heart", 9, "shan"], ["heart", 11, "shan"], ["heart", 12, "shan"], ["diamond", 6, "shan"], ["diamond", 7, "shan"], ["diamond", 8, "shan"], ["diamond", 10, "shan"], ["diamond", 11, "shan"], ["heart", 5, "tao"], ["heart", 6, "tao"], ["diamond", 2, "tao"], ["diamond", 3, "tao"], ["diamond", 9, "jiu"], ["spade", 3, "jiu"], ["spade", 9, "jiu"], ["club", 3, "jiu"], ["club", 9, "jiu"], ["diamond", 13, "hualiu"], ["club", 1, "baiyin"], ["spade", 2, "tengjia"], ["club", 2, "tengjia"], ["spade", 1, "guding"], ["diamond", 1, "zhuque"], ["heart", 2, "huogong"], ["heart", 3, "huogong"], ["diamond", 12, "huogong"], ["spade", 11, "tiesuo"], ["spade", 12, "tiesuo"], ["club", 10, "tiesuo"], ["club", 11, "tiesuo"], ["club", 12, "tiesuo"], ["club", 13, "tiesuo"], ["heart", 13, "wuxie"], ["heart", 13, "wuxie"], ["spade", 13, "wuxie"], ["spade", 10, "bingliang"], ["club", 4, "bingliang"], ], cardsThree: [ ["spade", 7, "sha"], ["spade", 8, "sha"], ["spade", 8, "sha"], ["spade", 9, "sha"], ["spade", 9, "sha"], ["spade", 10, "sha"], ["spade", 10, "sha"], ["club", 2, "sha"], ["club", 3, "sha"], ["club", 4, "sha"], ["club", 5, "sha"], ["club", 6, "sha"], ["club", 7, "sha"], ["club", 8, "sha"], ["club", 8, "sha"], ["club", 9, "sha"], ["club", 9, "sha"], ["club", 10, "sha"], ["club", 10, "sha"], ["club", 11, "sha"], ["club", 11, "sha"], ["heart", 10, "sha"], ["heart", 10, "sha"], ["heart", 11, "sha"], ["diamond", 6, "sha"], ["diamond", 7, "sha"], ["diamond", 8, "sha"], ["diamond", 9, "sha"], ["diamond", 10, "sha"], ["diamond", 13, "sha"], ["heart", 2, "shan"], ["heart", 2, "shan"], ["heart", 13, "shan"], ["diamond", 2, "shan"], ["diamond", 2, "shan"], ["diamond", 3, "shan"], ["diamond", 4, "shan"], ["diamond", 5, "shan"], ["diamond", 6, "shan"], ["diamond", 7, "shan"], ["diamond", 8, "shan"], ["diamond", 9, "shan"], ["diamond", 10, "shan"], ["diamond", 11, "shan"], ["diamond", 11, "shan"], ["heart", 3, "tao"], ["heart", 4, "tao"], ["heart", 6, "tao"], ["heart", 7, "tao"], ["heart", 8, "tao"], ["heart", 9, "tao"], ["heart", 12, "tao"], ["diamond", 12, "tao"], ["spade", 2, "bagua"], ["club", 2, "bagua"], ["spade", 5, "jueying"], ["club", 5, "dilu"], ["heart", 13, "zhuahuang"], ["heart", 5, "chitu"], ["spade", 13, "dawan"], ["diamond", 13, "zixin"], ["club", 1, "zhuge"], ["diamond", 1, "zhuge"], ["spade", 2, "cixiong"], ["spade", 6, "qinggang"], ["spade", 5, "qinglong"], ["spade", 12, "zhangba"], ["diamond", 5, "guanshi"], ["diamond", 12, "fangtian"], ["heart", 5, "qilin"], ["heart", 3, "wugu"], ["heart", 4, "wugu"], ["heart", 1, "taoyuan"], ["spade", 7, "nanman"], ["spade", 13, "nanman"], ["club", 7, "nanman"], ["heart", 1, "wanjian"], ["spade", 1, "juedou"], ["club", 1, "juedou"], ["diamond", 1, "juedou"], ["heart", 7, "wuzhong"], ["heart", 8, "wuzhong"], ["heart", 9, "wuzhong"], ["heart", 11, "wuzhong"], ["spade", 3, "shunshou"], ["spade", 4, "shunshou"], ["spade", 11, "shunshou"], ["diamond", 3, "shunshou"], ["diamond", 4, "shunshou"], ["spade", 3, "guohe"], ["spade", 4, "guohe"], ["spade", 12, "guohe"], ["club", 3, "guohe"], ["club", 4, "guohe"], ["heart", 12, "guohe"], ["club", 12, "jiedao"], ["club", 13, "jiedao"], ["spade", 11, "wuxie"], ["club", 12, "wuxie"], ["club", 13, "wuxie"], ["spade", 6, "lebu"], ["club", 6, "lebu"], ["heart", 6, "lebu"], ["spade", 1, "hanbing"], ["club", 2, "renwang"], ["heart", 4, "sha", "fire"], ["heart", 7, "sha", "fire"], ["heart", 10, "sha", "fire"], ["diamond", 4, "sha", "fire"], ["diamond", 5, "sha", "fire"], ["spade", 4, "sha", "thunder"], ["spade", 5, "sha", "thunder"], ["spade", 6, "sha", "thunder"], ["spade", 7, "sha", "thunder"], ["spade", 8, "sha", "thunder"], ["club", 5, "sha", "thunder"], ["club", 6, "sha", "thunder"], ["club", 7, "sha", "thunder"], ["club", 8, "sha", "thunder"], ["heart", 8, "shan"], ["heart", 9, "shan"], ["heart", 11, "shan"], ["heart", 12, "shan"], ["diamond", 6, "shan"], ["diamond", 7, "shan"], ["diamond", 8, "shan"], ["diamond", 10, "shan"], ["diamond", 11, "shan"], ["heart", 5, "tao"], ["heart", 6, "tao"], ["diamond", 2, "tao"], ["diamond", 3, "tao"], ["diamond", 9, "jiu"], ["spade", 3, "jiu"], ["spade", 9, "jiu"], ["club", 3, "jiu"], ["club", 9, "jiu"], ["diamond", 13, "hualiu"], ["club", 1, "baiyin"], ["spade", 2, "tengjia"], ["spade", 1, "guding"], ["diamond", 1, "zhuque"], ["heart", 2, "huogong"], ["heart", 3, "huogong"], ["diamond", 12, "huogong"], ["spade", 11, "tiesuo"], ["spade", 12, "tiesuo"], ["club", 10, "tiesuo"], ["club", 11, "tiesuo"], ["club", 12, "tiesuo"], ["club", 13, "tiesuo"], ["heart", 13, "wuxie"], ["heart", 13, "wuxie"], ["spade", 13, "wuxie"], ["spade", 10, "bingliang"], ["club", 4, "bingliang"], ], choiceThree: [ "re_caocao", "re_simayi", "xiahoudun", "re_zhangliao", "re_guojia", "zhenji", "re_xiahouyuan", "xuhuang", "wenpin", "re_xuzhu", "wangyi", "dianwei", "re_lidian", "xunyou", "dengai", "wangji", "zhongyao", "yuejin", "simalang", "zhangchunhua", "sp_caoren", "luzhi", "litong", "re_liubei", "guanyu", "re_zhangfei", "re_zhugeliang", "re_zhaoyun", "re_machao", "huangyueying", "jiangwei", "xin_masu", "liuchen", "re_huangzhong", "mizhu", "old_madai", "wangping", "xin_fazheng", "re_xushu", "liyan", "sp_sunshangxiang", "zhoucang", "yanyan", "mazhong", "mayunlu", "sunquan", "re_ganning", "re_huanggai", "re_zhouyu", "re_daqiao", "sunshangxiang", "sunjian", "re_xiaoqiao", "sunce", "re_luxun", "zhugejin", "dingfeng", "lingtong", "guyong", "xusheng", "yufan", "handang", "panzhangmazhong", "zhugeke", "zumao", "xuezong", "re_huatuo", "lvbu", "diaochan", "re_pangde", "jiaxu", "chengong", "re_gongsunzan", "caifuren", "gongsunyuan", "yj_jushou", "sp_liuqi", "quyi", "caiyong", "key_yuzuru", "ol_lisu", "zhanghuyuechen", "xujing", "zhoufang", "re_taishici", "ol_zhurong", ], choiceFour: [ "sunquan", "zhenji", "re_diaochan", "zhugeliang", "sunshangxiang", "re_huangyueying", "re_caocao", "re_liubei", "re_simayi", "re_guanyu", "re_zhouyu", "re_lvbu", "re_daqiao", "re_zhangfei", "re_zhangliao", "re_zhaoyun", "re_xuzhu", "re_machao", "re_ganning", "re_guojia", "re_lidian", "re_xiahoudun", "re_xushu", "re_lvmeng", "re_xiahouyuan", "re_xiaoqiao", "re_huangzhong", "yanwen", "dianwei", "pangtong", "taishici", "sp_zhugeliang", "re_pangde", "dongzhuo", "jiaxu", "sunjian", "xuhuang", "zhurong", "jiangwei", "sunce", "wangping", "sunliang", "wangji", "yanyan", "chengong", "zhangchunhua", "xin_fazheng", "lingtong", "wuguotai", "caozhi", "xusheng", "xunyou", "zhonghui", "xin_wangyi", "old_madai", //'bulianshi', "handang", "liubiao", "fuhuanghou", "xin_liru", //'jianyong', "panzhangmazhong", "yufan", "liufeng", "yj_jushou", "caifuren", "guyong", "zhoucang", "sunluban", "gongsunyuan", "liuchen", "xiahoushi", "sunxiu", //'quancong', "guotufengji", "liyan", //'sundeng','cenhun','guohuanghou', "caiyong", "wuxian", //'xuecong', "liuxie", "yuejin", "caoang", "hetaihou", "simalang", "mayunlu", "zhugejin", "sp_machao", "zhugeke", "sp_caoren", "dingfeng", "heqi", "chengyu", "wenpin", "guanyinping", "kanze", "sp_sunshangxiang", "quyi", "sp_jiangwei", "dongbai", //'litong', "yangxiu", "sunqian", "sunhao", "xiahouba", "liuqi", "luzhi", "zhugeguo", "guosi", "xf_tangzi", "xf_sufei", "caohong", "mazhong", ], translate: { zhu: "主", zhong: "忠", truezhu: "帅", falsezhu: "将", trueZhu: "帅", falseZhu: "将", trueZhong: "兵", falseZhong: "卒", trueColor: "zhu", falseColor: "wei", versus_zhu_config: "启用主将", versus_only_zhu_config: "只当主将", versus_main_zhu_config: "主将死亡后结束", versus_assign_enemy_config: "指定对手", versus_cross_seat_config: "交叉座位", versus_random_seat_config: "随机座位", versus_noreplace_end_config: "无替补时结束", versus_single_control_config: "单人控制", seat_order_config: "座位排列", versus_first_less_config: "先手少摸牌", versus_reward_config: "杀敌摸牌", versus_punish_config: "杀死队友", versus_number_config: "对阵人数", replace_number_config: "替补人数", choice_config: "候选人数", mode_versus_character_config: "剑阁武将", mode_versus_card_config: "同舟共济", tangzi: "唐咨", liuqi: "刘琦", wenji: "问计", wenji2: "问计", wenji_info: "队友的出牌阶段开始时,你可令其交给你一张手牌,若此牌为锦囊牌,则非队友角色计算与你的距离+1直到你的下个回合开始。", tunjiang: "屯江", tunjiang_info: "结束阶段开始时,若你于本回合的出牌阶段使用过至少两张牌且未造成过伤害,你可以选择一项:1.你摸两张牌;2.队友摸两张牌。", xingzhao: "兴棹", xingzhao2: "兴棹", xingzhao3: "兴棹", xingzhao_bg: "棹", xingzhao_info: "锁定技,若你和队友持有的龙船至宝数合计为:1个以上,你具有技能“恂恂”;2个以上,当你或队友使用装备牌时,其摸一张牌;3个以上,你和队友跳过判定阶段。", boss_liedixuande: "烈帝玄德", boss_gongshenyueying: "工神月英", boss_tianhoukongming: "天侯孔明", boss_yuhuoshiyuan: "浴火士元", boss_qiaokuijunyi: "巧魁儁乂", boss_jiarenzidan: "佳人子丹", boss_duanyuzhongda: "断狱仲达", boss_juechenmiaocai: "绝尘妙才", boss_jileibaihu: "机雷白虎", boss_yunpingqinglong: "云屏青龙", boss_lingjiaxuanwu: "灵甲玄武", boss_chiyuzhuque: "炽羽朱雀", boss_fudibian: "缚地狴犴", boss_tuntianchiwen: "吞天螭吻", boss_shihuosuanni: "食火狻猊", boss_lieshiyazi: "裂石睚眦", boss_kumuyuanrang: "枯目元让", boss_baijiwenyuan: "百计文远", boss_yihanyunchang: "翊汉云长", boss_fuweizilong: "扶危子龙", boss_xiaorui: "骁锐", boss_xiaorui2: "骁锐", boss_xiaorui_info: "友方角色于其回合内使用【杀】造成伤害后,其使用【杀】的次数+1。", boss_huchen: "虎臣", boss_huchen_info: "锁定技,你摸牌阶段摸牌数+X(X为你击杀的敌方角色数)。", boss_fengjian: "封缄", boss_fengjian2: "封缄", boss_fengjian_info: "受到你伤害的角色于其下个回合结束前,无法使用牌指定你为目标。", boss_keding: "克定", boss_keding_info: "当你使用【杀】或普通锦囊牌仅指定唯一目标时,你可以弃置任意张手牌,为其指定等量的额外目标。", boss_bashi: "拔矢", boss_bashi_info: "每当你成为其他角色使用的杀或普通锦囊牌的目标时,你可以从正面翻至背面,若如此做,此牌对你无效。", boss_danjing: "啖睛", boss_danjing_info: "友方角色进入濒死状态时,若你的体力值大于1,你可以失去1点体力,视为对其使用一张【桃】。", boss_jiaoxie: "缴械", boss_jiaoxie_info: "出牌阶段限一次,你可令敌方守城器械交给你一张牌。", boss_lianyujg: "炼狱", boss_lianyujg_info: "结束阶段,你可以对所有敌方角色造成1点火焰伤害。", boss_didongjg: "地动", boss_didongjg_info: "结束阶段,你可以选择一名敌方角色将其武将牌翻面。", boss_mojianjg: "魔箭", boss_mojianjg_info: "出牌阶段开始时,你可以对所有敌方角色使用一张【万箭齐发】。", boss_jiguan: "机关", boss_jiguan_info: "锁定技,你不能成为【乐不思蜀】的目标。", boss_lingyu: "灵愈", boss_lingyu_info: "结束阶段,你可以将自己的武将牌翻面,然后令所有已受伤的己方其他角色回复1点体力。", boss_tianyun: "天陨", boss_tianyun_info: "结束阶段,你可以失去1点体力,然后令一名敌方角色随机受到2~3点火焰伤害并弃置其装备区里的所有牌。", boss_zhenwei: "镇卫", boss_zhenwei_info: "锁定技,其他己方角色的防御距离+1。", boss_benlei: "奔雷", boss_benlei_info: "锁定技,准备阶段,你对敌方攻城器械随机造成2~3点雷电伤害。", boss_nailuo: "奈落", boss_nailuo_info: "结束阶段,你可以将你的武将牌翻面,令所有敌方角色弃置装备区内的所有牌。", boss_tanshi: "贪食", boss_tanshi_info: "锁定技,结束阶段开始时,你须弃置一张手牌。", boss_tunshi: "吞噬", boss_tunshi_info: "锁定技,准备阶段,你对所有手牌数量大于你的敌方角色造成1点伤害。", boss_yuhuojg: "浴火", boss_yuhuojg_info: "锁定技,每当你受到火焰伤害时,防止此伤害。", boss_qiwu: "栖梧", boss_qiwu_info: "每当你使用一张梅花牌,你可以令一名友方角色回复1点体力。", boss_tianyujg: "天狱", boss_tianyujg_info: "锁定技,结束阶段,你令所有未横置的敌方角色横置。", boss_gongshenjg: "工神", boss_gongshenjg_info: "结束阶段,若已方器械已受伤,你可以为其回复1点体力;否则你可以对敌方器械造成1点火焰伤害。", boss_zhinang: "智囊", boss_zhinang_info: "准备阶段,你可以亮出牌堆顶的五张牌,你可以将其中锦囊或装备牌交给一名己方角色。", boss_jingmiao: "精妙", boss_jingmiao_info: "锁定技,每当敌方角色使用的无懈可击生效后,你令其失去1点体力。", boss_biantian: "变天", boss_biantian_info: "锁定技,准备阶段,你进行一次判定,若为红色,直到下个回合开始前,令敌方所有角色处于“狂风”状态,若为黑色,直到下个回合开始前,令己方所有角色处于“大雾”状态。", boss_biantian2: "大雾", boss_biantian3: "狂风", boss_lingfeng: "灵锋", boss_lingfeng_info: "摸牌阶段,你可以改为亮出牌堆顶的两张牌,然后获得之,若这些牌的颜色不同,你令一名敌方角色失去1点体力。", boss_jizhen: "激阵", boss_jizhen_info: "锁定技,结束阶段,你令所有已受伤的己方角色摸一张牌。", boss_huodi: "惑敌", boss_huodi_info: "结束阶段,若有武将牌背面朝上的己方角色,你可以令一名敌方角色将其武将牌翻面。", boss_jueji: "绝汲", boss_jueji_info: "敌方角色摸牌阶段,若其已受伤,你可以令其少摸一张牌。", boss_chuanyun: "穿云", boss_chuanyun_info: "结束阶段,你可以对体力比你多的一名其他角色造成1点伤害。", boss_leili: "雷厉", boss_leili_info: "每当你的[杀]造成伤害后,你可以对另一名敌方角色造成1点雷电伤害。", boss_fengxing: "风行", boss_fengxing_info: "准备阶段,你可以选择一名敌方角色,若如此做,视为对其使用了一张【杀】。", boss_skonghun: "控魂", boss_skonghun_info: "出牌阶段开始时,若你已损失体力值不小于敌方角色数,你可以对所有敌方角色各造成1点雷电伤害,然后你恢复X点体力(X为受到伤害的角色数)。", boss_fanshi: "反噬", boss_fanshi_info: "锁定技,结束阶段,你失去1点体力。", boss_xuanlei: "玄雷", boss_xuanlei_info: "锁定技,准备阶段,令所有判定区内有牌的敌方角色受到1点雷电伤害。", boss_chiying: "持盈", boss_chiying_info: "锁定技,每当己方角色受到多于1伤害时,你防止其余伤害。", boss_jingfan: "惊帆", boss_jingfan_info: "锁定技,己方其他角色的进攻距离+1。", longchuanzhibao: "龙船至宝", longchuanzhibao_bg: "船", zong: "粽", zong_info: "1. 出牌阶段对自己使用,回复1点体力;2. 自己或队友濒死时对其使用,目标角色回复1点体力。", xionghuangjiu: "雄黄酒", xionghuangjiu_info: "1. 出牌阶段对自己使用,本回合使用的下一张【杀】伤害+1;若队友已死亡,改为使本回合使用的下一张牌伤害+1;2. 自己濒死时使用,回复1点体力。", tongzhougongji: "同舟共济", tongzhougongji_info: "出牌阶段使用,选择一项:1.摸X张牌(X为你所在势力拥有的龙船至宝数);2.你和队友各摸一张牌。", lizhengshangyou: "力争上游", lizhengshangyou_info: "出牌阶段对所有角色使用,若目标角色的势力拥有龙船至宝,其回复1点体力,若目标角色的势力没有龙船至宝,其弃置一张牌。", tunliang: "屯粮", tunliang_info: "出牌阶段,对至多三名角色使用。目标角色各摸一张牌。", yuanjun: "援军", yuanjun_info: "出牌阶段,对至多两名已受伤的角色使用。目标角色回复1点体力。", xujiu: "酗酒", xujiu2: "酗酒", xujiu_info: "出牌阶段,对一名敌方角色使用,其本回合受到的伤害+1。", huoshaowuchao: "火烧乌巢", huoshaowuchao_info: "锁定技,本局游戏内造成的无属性伤害均视为火属性。", liangcaokuifa: "粮草匮乏", liangcaokuifa_info: "锁定技,所有角色摸牌阶段的额定摸牌数-1。当一名角色使用的牌结算完成后,若其因此牌造成了伤害,则其摸一张牌。", zhanyanliangzhuwenchou: "斩颜良诛文丑", zhanyanliangzhuwenchou_info: "锁定技,一名角色的回合开始时,其选择一项:视为使用一张不可被【无懈可击】响应的【决斗】,或失去1点体力。", shishengshibai: "十胜十败", shishengshibai_info: "锁定技,一名角色使用牌时,若此牌是整局游戏使用的第整十张牌且此牌不为延时锦囊牌或装备牌,则此牌所有目标角色再次成为此牌的目标角色。", liangjunxiangchi: "两军相持", liangjunxiangchi_info: "若当前游戏轮数:小于等于4,所有角色的手牌上限+X(X为当前游戏轮数);大于4,所有角色于其回合内使用的第一张【杀】造成的伤害+1。", xutuhuanjin: "徐图缓进", xutuhuanjin_yingzi: "徐图缓进", xutuhuanjin_info: "所有角色的出牌阶段结束时,若其于此阶段未使用或打出过【杀】,则其下个摸牌阶段多摸一张牌。", jianshoudaiyuan: "坚守待援", jianshoudaiyuan_info: "所有角色均可以将【杀】当作【闪】,【闪】当作【杀】使用或打出,然后其手牌上限-1直到其下一个弃牌阶段结束。", yiruoshengqiang: "以弱胜强", yiruoshengqiang_info: "造成伤害时,若受伤角色体力值大于伤害来源,此伤害+1。", shichongerjiao: "恃宠而骄", shichongerjiao_info: "结束阶段,若你的体力值为全场唯一最多,你弃一张牌;若你的手牌数为全场最多,你失去1点体力。", }, skill: { versus_viewHandcard: { ai: { viewHandcard: true, skillTagFilter: function (player, tag, target) { return player.side == target.side; }, }, }, huoshaowuchao: { trigger: { global: "damageBefore" }, silent: true, firstDo: true, filter: function (event, player) { return !event.hasNature("linked"); }, content: function () { game.setNature(trigger, "fire"); }, }, liangcaokuifa: { trigger: { player: ["useCardAfter", "phaseDrawBegin"] }, silent: true, filter: function (event, player) { if (event.name == "phaseDraw") return true; return ( player.getHistory("sourceDamage", function (evt) { return evt.card == event.card; }).length > 0 ); }, content: function () { if (trigger.name == "phaseDraw") trigger.num--; else player.draw(); }, }, zhanyanliangzhuwenchou: { trigger: { player: "phaseBegin" }, silent: true, content: function () { "step 0"; player.chooseUseTarget( { name: "juedou", isCard: true, storage: { nowuxie: true }, }, "选择一名角色,视为对其使用【决斗】", "或点【取消】失去1点体力" ); "step 1"; if (!result.bool) player.loseHp(); }, }, xujiu2: { charlotte: true, onremove: true, trigger: { player: "damageBegin2" }, forced: true, content: function () { trigger.num += player.countMark("xujiu2"); }, intro: { content: "本回合受到的伤害+#" }, ai: { threaten: (player, target) => 1 + target.countMark("xujiu2") }, }, shishengshibai: { mod: { aiOrder: function (player, card, num) { if (_status.shishengshibai && _status.shishengshibai % 10 == 9) { if ( [ "sha", "tao", "guohe", "shunshou", "tunliang", "wuzhong", "juedou", "yuanjun", ].includes(card.name) ) return num + 15; } }, }, trigger: { player: "useCard1", }, silent: true, content: function () { if (event.triggername == "useCard1") { if (!_status.shishengshibai) _status.shishengshibai = 0; _status.shishengshibai++; game.broadcastAll(function (num) { if (ui.guanduInfo) ui.guanduInfo.innerHTML = "十胜十败(" + num + ")"; }, _status.shishengshibai); if ( _status.shishengshibai % 10 == 0 && trigger.targets && trigger.targets.length > 0 && !["delay", "equip"].includes(get.type(trigger.card)) ) { trigger.effectCount++; } } }, ai: { result: { player: function (card, player, target) { if ( _status.shishengshibai && _status.shishengshibai % 10 == 9 && card.name == "tiesuo" ) return "zerotarget"; }, }, }, }, liangjunxiangchi: { mod: { maxHandcard: function (player, num) { if (game.roundNumber <= 4) return num + game.roundNumber; }, }, trigger: { source: "damageBegin1" }, filter: function (event, player) { if (game.roundNumber <= 4) return false; var evt2 = event.getParent("phaseUse"); if (evt2.player != player) return false; return ( player .getHistory("useCard", function (evt) { return evt.card.name == "sha" && evt.getParent("phaseUse") == evt2; }) .indexOf(event.getParent()) == 0 ); }, silent: true, forced: true, content: function () { trigger.num++; }, }, xutuhuanjin: { trigger: { player: "phaseUseEnd" }, filter: function (event, player) { if ( player.getHistory("useCard", function (evt) { return evt.card && evt.card.name == "sha" && evt.getParent("phaseUse") == event; }).length > 0 ) return false; if ( player.getHistory("respond", function (evt) { return evt.card && evt.card.name == "sha" && evt.getParent("phaseUse") == event; }).length > 0 ) return false; return true; }, forced: true, content: function () { player.addTempSkill("xutuhuanjin_yingzi", { player: "phaseDrawAfter" }); player.addMark("xutuhuanjin_yingzi", 1, false); }, subSkill: { yingzi: { charlotte: true, onremove: true, trigger: { player: "phaseDrawBegin2" }, filter: function (event, player) { return !event.numFixed && player.hasMark("xutuhuanjin_yingzi"); }, forced: true, content: function () { trigger.num += player.countMark("xutuhuanjin_yingzi"); }, marktext: "缓", intro: { content: "下个摸牌阶段多摸#张牌" }, }, }, }, jianshoudaiyuan: { charlotte: true, mod: { aiValue: function (player, card, num) { if (card.name != "sha" && card.name != "shan") return; var geti = function () { var cards = player.getCards("hs", function (card) { return card.name == "sha" || card.name == "shan"; }); if (cards.contains(card)) { return cards.indexOf(card); } return cards.length; }; return Math.max(num, [7, 5, 5, 3][Math.min(geti(), 3)]); }, aiUseful: function () { return lib.skill.jianshoudaiyuan.mod.aiValue.apply(this, arguments); }, }, locked: false, enable: ["chooseToUse", "chooseToRespond"], position: "hs", prompt: "将【杀】当作【闪】,或将【闪】当作的【杀】使用或打出,然后你的下个弃牌阶段的手牌上限-1", viewAs: function (cards, player) { if (cards.length) { var name = false; switch (get.name(cards[0], player)) { case "sha": name = "shan"; break; case "shan": name = "sha"; break; } if (name) return { name: name }; } return null; }, onuse: function (links, player) { player.addTempSkill("jianshoudaiyuan_less", { player: "phaseDiscardAfter" }); player.addMark("jianshoudaiyuan_less", 1, false); player.markSkill("jianshoudaiyuan_less"); }, onrespond: function (links, player) { player.addTempSkill("jianshoudaiyuan_less", { player: "phaseDiscardAfter" }); player.addMark("jianshoudaiyuan_less", 1, false); player.markSkill("jianshoudaiyuan_less"); }, check: function (card) { var player = _status.event.player; if (_status.event.type == "phase") { var max = 0; var name2; var list = ["sha"]; var map = { sha: "shan" }; for (var i = 0; i < list.length; i++) { var name = list[i]; if ( player.countCards("hs", map[name]) && player.getUseValue({ name: name }) > 0 ) { var temp = get.order({ name: name }); if (temp > max) { max = temp; name2 = map[name]; } } } if (name2 == get.name(card, player)) return 1; return 0; } return 1; }, filterCard: function (card, player, event) { event = event || _status.event; var filter = event._backup.filterCard; var name = get.name(card, player); if (name == "sha" && filter({ name: "shan", cards: [card] }, player, event)) return true; if (name == "shan" && filter({ name: "sha", cards: [card] }, player, event)) return true; return false; }, filter: function (event, player) { var filter = event.filterCard; if (filter({ name: "sha" }, player, event) && player.countCards("hs", "shan")) return true; if (filter({ name: "shan" }, player, event) && player.countCards("hs", "sha")) return true; return false; }, ai: { respondSha: true, respondShan: true, skillTagFilter: function (player, tag) { var name; switch (tag) { case "respondSha": name = "shan"; break; case "respondShan": name = "sha"; break; } if (!player.countCards("hs", name)) return false; }, order: function (item, player) { if (player && _status.event.type == "phase") { if (player.countCards("hs", "shan") && player.getUseValue({ name: "sha" }) > 0) { return get.order({ name: "sha" }, player) * 0.99; } return 0; } return 0.001; }, }, subSkill: { less: { onremove: true, charlotte: true, market: "守", intro: { content: "手牌上限-#" }, mod: { maxHandcard: function (player, num) { return num - player.countMark("jianshoudaiyuan_less"); }, }, }, }, }, yiruoshengqiang: { trigger: { source: "damageBegin2" }, filter: function (event, player) { return event.player.hp > player.hp; }, forced: true, silent: true, content: function () { trigger.num++; }, }, shichongerjiao: { charlotte: true, trigger: { player: "phaseJieshu" }, filter: function (event, player) { return ( lib.skill.shichongerjiao.filterx(event, player) || lib.skill.shichongerjiao.filtery(event, player) ); }, filterx: function (event, player) { return player.isMaxHp(); }, filtery: function (event, player) { return player.isMaxHandcard(); }, forced: true, silent: true, content: function () { var bool1 = lib.skill.shichongerjiao.filterx(trigger, player); var bool2 = lib.skill.shichongerjiao.filtery(trigger, player); if (bool1) player.chooseToDiscard("he", true); if (bool2) player.loseHp(); }, }, wenji: { trigger: { global: "phaseUseBegin" }, filter: function (event, player) { return ( event.player.side == player.side && event.player != player && event.player.countCards("h") ); }, logTarget: "player", check: function (event, player) { return ( event.player.needsToDiscard(1) || event.player.countCards("h") > player.countCards("h") + 1 || player.hp == 1 ); }, content: function () { "step 0"; trigger.player.chooseCard("将一张手牌交给" + get.translation(player), true).ai = function (card) { if (get.type(card) == "trick") return 8 - get.value(card); return 6 - get.value(card); }; "step 1"; if (result.bool && result.cards.length) { player.gain(result.cards, trigger.player, "give"); if (get.type(result.cards[0]) == "trick") { player.addTempSkill("wenji2", { player: "phaseBegin" }); } } }, }, wenji2: { mark: true, intro: { content: "非队友角色计算与你的距离+1", }, mod: { globalTo: function (from, to, distance) { if (from.side != to.side) { return distance + 1; } }, }, }, tunjiang: { trigger: { player: "phaseEnd" }, direct: true, filter: function (event, player) { return !player.getStat("damage") && player.countUsed() >= 2; }, content: function () { "step 0"; var target = null; for (var i = 0; i < game.players.length; i++) { if (game.players[i].side == player.side && game.players[i] != player) { target = game.players[i]; break; } } if (target) { event.target = target; player .chooseControl("cancel2", function () { if (target.countCards("h") >= player.countCards("h")) { return 1; } return 0; }) .set("prompt", get.prompt("xingzhao")) .set("choiceList", ["摸两张牌", "令" + get.translation(target) + "摸两张牌"]); } else { player.chooseBool(get.prompt("xingzhao")); } "step 1"; if (event.target) { if (result.index == 0) { player.logSkill("xingzhao"); player.draw(2); } else if (result.index == 1) { player.logSkill("xingzhao", event.target); event.target.draw(2); } } else { if (result.bool) { player.logSkill("xingzhao"); player.draw(2); } } }, }, xingzhao: { inherit: "xunxun", mark: true, intro: { content: function (storage, player) { var num = 0; for (var i = 0; i < game.players.length; i++) { if (game.players[i].side == player.side) { num += game.players[i].storage.longchuanzhibao; } } var str = "无技能"; if (num >= 1) { str = "具有技能“恂恂”"; } if (num >= 2) { str += ";当你或队友使用装备牌时,其摸一张牌"; } if (num >= 3) { str += ";你和队友跳过判定阶段"; } return str; }, }, filter: function (event, player) { var num = 0; for (var i = 0; i < game.players.length; i++) { if (game.players[i].side == player.side) { if (game.players[i].storage.longchuanzhibao) return true; } } return false; }, global: ["xingzhao2", "xingzhao3"], }, xingzhao2: { trigger: { player: "useCard" }, forced: true, filter: function (event, player) { if (get.type(event.card) != "equip") return false; var num = 0, bool = false; for (var i = 0; i < game.players.length; i++) { if (game.players[i].side == player.side) { num += game.players[i].storage.longchuanzhibao; if (game.players[i].hasSkill("xingzhao")) { bool = true; } } } return bool && num >= 2; }, content: function () { player.draw(); }, }, xingzhao3: { trigger: { player: "phaseJudgeBefore" }, forced: true, filter: function (event, player) { var num = 0, bool = false; for (var i = 0; i < game.players.length; i++) { if (game.players[i].side == player.side) { num += game.players[i].storage.longchuanzhibao; if (game.players[i].hasSkill("xingzhao")) { bool = true; } } } return bool && num >= 3; }, content: function () { trigger.cancel(); game.log(player, "跳过了判定阶段"); }, }, xionghuangjiu: { trigger: { source: "damageBegin1" }, filter: function (event, player) { return event.card && event.card == player.storage.xionghuangjiu && event.notLink(); }, forced: true, content: function () { trigger.num++; }, temp: true, vanish: true, onremove: function (player) { game.addVideo("jiuNode", player, false); if (player.node.jiu) { player.node.jiu.delete(); player.node.jiu2.delete(); delete player.node.jiu; delete player.node.jiu2; } delete player.storage.xionghuangjiu; }, group: ["xionghuangjiu2", "xionghuangjiu3"], }, xionghuangjiu2: { trigger: { player: "useCardAfter", global: "phaseAfter" }, priority: 2, filter: function (event, player) { if (event.name == "useCard") return event.card && event.card == player.storage.xionghuangjiu; return true; }, forced: true, popup: false, audio: false, content: function () { game.broadcastAll(function (player) { player.removeSkill("xionghuangjiu"); }, player); }, }, xionghuangjiu3: { trigger: { player: "useCard" }, silent: true, filter: function (event, player) { return !player.storage.xionghuangjiu; }, content: function () { player.storage.xionghuangjiu = trigger.card; }, }, longchuanzhibao: { mark: "auto", nopop: true, init: function (player) { player.storage.longchuanzhibao = 0; }, intro: { content: function (storage, player) { var str = "已有" + storage + "个龙船至宝," + get.translation(player.side) + "势力共有"; var num = storage; for (var i = 0; i < game.players.length; i++) { if (game.players[i].side == player.side && game.players[i] != player) { num += game.players[i].storage.longchuanzhibao; break; } } str += num + "个龙船至宝。新一轮开始时,拥有至少4个龙船至宝的势力获胜"; return str; }, }, trigger: { source: "damageEnd" }, silent: true, filter: function (event, player) { return event.player.storage.longchuanzhibao > 0; }, content: function () { player.gainZhibao(1, trigger.player); game.delay(); }, group: "longchuanzhibao_over", subSkill: { over: { trigger: { player: "roundStart" }, silent: true, filter: function () { var map = { wei: 0, shu: 0, wu: 0, qun: 0 }; for (var i = 0; i < game.players.length; i++) { var current = game.players[i]; map[current.side] += current.storage.longchuanzhibao; if (map[current.side] >= 4) { _status.winside = current.side; return true; } } }, content: function () { for (var i = 0; i < game.players.length; i++) { game.players[i].classList.remove("current_action"); } var me = game.me._trueMe || game.me; game.over(_status.winside == me.side); }, }, }, }, //剑阁技能 boss_xiaorui: { trigger: { global: "damageSource" }, forced: true, locked: false, logTarget: "source", filter: function (event, player) { var target = event.source; return ( target && target == _status.currentPhase && target.isAlive() && target.isFriendOf(player) && event.card && event.card.name == "sha" && event.getParent().type == "card" ); }, content: function () { var source = trigger.source; source.addTempSkill("boss_xiaorui2"); source.addMark("boss_xiaorui2", 1, false); }, }, boss_xiaorui2: { onremove: true, charlotte: true, mod: { cardUsable: function (card, player, num) { if (card.name == "sha") return num + player.countMark("boss_xiaorui2"); }, }, }, boss_huchen: { trigger: { player: "phaseDrawBegin2", source: "dieAfter", }, forced: true, filter: function (event, player) { if (event.name == "die") return event.player.isEnemyOf(player); return !event.numFixed && player.countMark("boss_huchen") > 0; }, content: function () { if (trigger.name == "die") player.addMark("boss_huchen", 1); else trigger.num += player.countMark("boss_huchen"); }, intro: { content: "已斩杀过$名敌将", }, }, boss_fengjian: { trigger: { source: "damageSource" }, forced: true, locked: false, filter: function (event, player) { return event.player.isAlive(); }, logTarget: "player", content: function () { trigger.player.addTempSkill("boss_fengjian2", { player: "phaseAfter" }); trigger.player.markAuto("boss_fengjian2", [player]); }, }, boss_fengjian2: { onremove: true, intro: { content: "不能对$使用牌", }, mod: { playerEnabled: function (card, player, target) { if (player.getStorage("boss_fengjian2").includes(target)) return false; }, }, }, boss_keding: { trigger: { player: "useCard2" }, direct: true, filter: function (event, player) { if (!event.targets || event.targets.length != 1) return false; var card = event.card; if (card.name != "sha" && get.type(card) != "trick") return false; var info = get.info(card); if (info.allowMultiple == false) return false; if (!player.countCards("h")) return false; if (!info.multitarget) { if ( game.hasPlayer(function (current) { return ( !event.targets.includes(current) && lib.filter.targetEnabled2(card, player, current) && lib.filter.targetInRange(card, player, current) ); }) ) { return true; } } return false; }, content: function () { "step 0"; var card = trigger.card; var prompt2 = "弃置任意张手牌,并为" + get.translation(card) + "增加等量的目标"; var targets = game.filterPlayer(function (current) { return ( !trigger.targets.includes(current) && lib.filter.targetEnabled2(card, player, current) && lib.filter.targetInRange(card, player, current) ); }); var max = 0; if (!trigger.targets[0].hasSkill("heiguangkai_skill")) max = targets.filter(function (target) { return get.effect(target, card, player, player) > 0; }).length; player.chooseCardTarget({ prompt: get.prompt("boss_keding"), prompt2: prompt2, selectCard: function () { var player = _status.event.player; var targets = _status.event.targets; return [ Math.max(1, ui.selected.targets.length), Math.min(targets.length, player.countCards("h")), ]; }, selectTarget: function () { return ui.selected.cards.length; }, position: "h", filterCard: lib.filter.cardDiscardable, filterTarget: function (card, player, target) { return _status.event.targets.includes(target); }, targets: targets, ai1: function (card) { if (ui.selected.cards.length >= _status.event.max) return 0; return 5 - get.value(card); }, ai2: function (target) { if (target.hasSkill("heiguangkai_skill")) return 0; var trigger = _status.event.getTrigger(); var player = _status.event.player; return get.effect(target, trigger.card, player, player); }, max: max, }); "step 1"; if (result.bool) { player.logSkill("boss_keding", result.targets); player.discard(result.cards); trigger.targets.addArray(result.targets); } }, }, boss_bashi: { filter: function (event, player) { return ( event.player != player && event.card && (event.card.name == "sha" || get.type(event.card) == "trick") && !player.isTurnedOver() ); }, logTarget: "player", check: function (event, player) { if (event.getParent().excluded.includes(player)) return false; if (get.attitude(player, event.player) > 0) { return false; } if (get.tag(event.card, "respondSha")) { if (player.countCards("h", { name: "sha" }) == 0) { return true; } } else if (get.tag(event.card, "respondShan")) { if (player.countCards("h", { name: "shan" }) == 0) { return true; } } else if (get.tag(event.card, "damage")) { if (event.card.name == "shuiyanqijunx") return player.countCards("e") < 2; return true; //if(player.countCards('h')<2) return true; } return false; }, trigger: { target: "useCardToTargeted" }, content: function () { player.turnOver(); trigger.getParent().excluded.add(player); }, }, boss_danjing: { trigger: { global: "dying" }, filter: function (event, player) { return player.hp > 1 && event.player.hp < 1 && event.player.isFriendOf(player); }, check: function (event, player) { var target = event.player; return ( get.attitude(player, target) > 0 && lib.filter.cardSavable({ name: "tao", isCard: true }, player, target) ); }, logTarget: "player", content: function () { "step 0"; player.loseHp(); "step 1"; var card = { name: "tao", isCard: true }; if (lib.filter.cardSavable(card, player, trigger.player)) player.useCard(card, trigger.player); }, }, boss_jiaoxie: { enable: "phaseUse", usable: 1, filter: function (event, player) { return game.hasPlayer(function (current) { return lib.skill.boss_jiaoxie.filterTarget(null, player, current); }); }, filterTarget: function (card, player, target) { return target.isEnemyOf(player) && target.type == "mech" && target.countCards("he") > 0; }, content: function () { "step 0"; if (!target.countCards("he")) event.finish(); else target.chooseCard("he", true, "将一张牌交给" + get.translation(player)); "step 1"; if (result.bool) { player.gain(result.cards, target, "give"); } }, ai: { order: 9, result: { target: function (player, target) { if ( target.countCards("e", function (card) { return get.value(card, target) <= 0; }) > 0 ) return 1; return -1; }, }, }, }, boss_didongjg: { trigger: { player: "phaseEnd" }, direct: true, content: function () { "step 0"; player.chooseTarget(get.prompt("boss_didongjg"), function (card, player, target) { return target.isEnemyOf(player); }).ai = function (target) { var att = get.attitude(player, target); if (target.isTurnedOver()) { if (att > 0) { return att + 5; } return -1; } if (player.isTurnedOver()) { return 5 - att; } return -att; }; "step 1"; if (result.bool) { player.logSkill("boss_didongjg", result.targets); result.targets[0].turnOver(); } }, ai: { threaten: 1.7, }, }, boss_lianyujg: { trigger: { player: "phaseEnd" }, unique: true, content: function () { "step 0"; event.players = game.filterPlayer(function (current) { return current.isEnemyOf(player); }); "step 1"; if (event.players.length) { var current = event.players.shift(); player.line(current, "fire"); current.damage("fire"); event.redo(); } }, ai: { threaten: 2, }, }, boss_mojianjg: { trigger: { player: "phaseUseBegin" }, content: function () { var list = game.filterPlayer(function (current) { return player.canUse("wanjian", current) && current.isEnemyOf(player); }); list.sort(lib.sort.seat); player.useCard({ name: "wanjian" }, list); }, ai: { threaten: 1.8, }, }, boss_qiwu: { audio: true, trigger: { player: "useCard" }, direct: true, filter: function (event, player) { if (get.suit(event.card) == "club") { return game.hasPlayer(function (current) { return current.isFriendOf(player) && current.isDamaged(); }); } return false; }, content: function () { "step 0"; var noneed = trigger.card.name == "tao" && trigger.targets[0] == player && player.hp == player.maxHp - 1; player.chooseTarget(get.prompt("boss_qiwu"), function (card, player, target) { return target.hp < target.maxHp && target.isFriendOf(player); }).ai = function (target) { var num = get.attitude(player, target); if (num > 0) { if (noneed && player == target) { num = 0.5; } else if (target.hp == 1) { num += 3; } else if (target.hp == 2) { num += 1; } } return num; }; "step 1"; if (result.bool) { player.logSkill("qiwu", result.targets); result.targets[0].recover(); } }, ai: { expose: 0.3, threaten: 1.5, }, }, boss_tianyujg: { audio: true, trigger: { player: "phaseEnd" }, forced: true, filter: function (event, player) { return game.hasPlayer(function (current) { return current.isEnemyOf(player) && !current.isLinked(); }); }, content: function () { "step 0"; event.targets = game.filterPlayer(); event.targets.sort(lib.sort.seat); "step 1"; if (event.targets.length) { var target = event.targets.shift(); if (!target.isLinked() && target.isEnemyOf(player)) { player.line(target, "green"); target.link(); } event.redo(); } }, }, boss_jueji: { audio: 2, trigger: { global: "phaseDrawBegin" }, filter: function (event, player) { if (event.player.isFriendOf(player)) { return false; } return event.num > 0 && event.player != player && event.player.hp < event.player.maxHp; }, logTarget: "player", content: function () { player.line(trigger.player, "green"); trigger.num--; }, ai: { expose: 0.2, threaten: 1.4, }, }, boss_huodi: { audio: 2, trigger: { player: "phaseEnd" }, direct: true, filter: function (event, player) { return game.hasPlayer(function (current) { return current.isFriendOf(player) && current.isTurnedOver(); }); }, content: function () { "step 0"; player.chooseTarget(get.prompt("boss_huodi"), function (card, player, target) { return !target.isFriendOf(player); }).ai = function (target) { if (target.isTurnedOver()) return 0; return -get.attitude(player, target); }; "step 1"; if (result.bool) { player.logSkill("boss_huodi", result.targets); result.targets[0].turnOver(); } }, ai: { expose: 0.2, }, }, boss_chuanyun: { audio: true, trigger: { player: "phaseEnd" }, direct: true, content: function () { "step 0"; player.chooseTarget(get.prompt("boss_chuanyun"), function (card, player, target) { return player.hp < target.hp; }).ai = function (target) { return get.damageEffect(target, player, player); }; "step 1"; if (result.bool) { player.logSkill("boss_chuanyun", result.targets); result.targets[0].damage(); } }, }, boss_leili: { audio: 2, trigger: { source: "damageEnd" }, direct: true, filter: function (event) { return event.card && event.card.name == "sha"; }, content: function () { "step 0"; player.chooseTarget(get.prompt("boss_leili"), function (card, player, target) { if (target == trigger.player) return false; return target.isEnemyOf(player); }).ai = function (target) { return get.damageEffect(target, player, player, "thunder"); }; "step 1"; if (result.bool) { player.logSkill("boss_leili", result.targets); result.targets[0].damage("thunder"); } }, ai: { expose: 0.2, threaten: 1.3, }, }, boss_fengxing: { audio: true, trigger: { player: "phaseBegin" }, direct: true, content: function () { "step 0"; player.chooseTarget(get.prompt("boss_fengxing"), function (card, player, target) { if (target.isFriendOf(player)) return false; return lib.filter.targetEnabled({ name: "sha" }, player, target); }).ai = function (target) { return get.effect(target, { name: "sha" }, player); }; "step 1"; if (result.bool) { player.logSkill("boss_fengxing"); player.useCard({ name: "sha" }, result.targets, false); } }, ai: { expose: 0.2, threaten: 1.3, }, }, boss_xuanlei: { audio: true, trigger: { player: "phaseBegin" }, forced: true, filter: function (event, player) { return game.hasPlayer(function (current) { return current.isEnemyOf(player) && current.countCards("j"); }); }, content: function () { "step 0"; event.targets = game.filterPlayer(function (current) { return current.isEnemyOf(player) && current.countCards("j"); }); event.targets.sort(lib.sort.seat); player.line(event.targets, "thunder"); "step 1"; if (event.targets.length) { event.targets.shift().damage("thunder"); event.redo(); } }, }, boss_fanshi: { audio: true, trigger: { player: "phaseEnd" }, forced: true, check: function () { return false; }, content: function () { player.loseHp(); }, }, boss_skonghun: { audio: true, trigger: { player: "phaseUseBegin" }, filter: function (event, player) { var num = player.maxHp - player.hp; if (num == 0) return false; for (var i = 0; i < game.players.length; i++) { if (game.players[i].side != player.side) { num--; } } return num >= 0; }, forced: true, locked: false, content: function () { "step 0"; var targets = game.filterPlayer(function (current) { return current.isEnemyOf(player); }); targets.sort(lib.sort.seat); event.targets = targets; player.line(targets, "thunder"); event.num = targets.length; "step 1"; if (event.targets.length) { event.targets.shift().damage("thunder"); event.redo(); } "step 2"; player.recover(event.num); }, ai: { threaten: function (player, target) { if (target.hp == 1) return 2; if (target.hp == 2 && game.players.length < 8) return 1.5; return 0.5; }, }, }, boss_chiying: { audio: 2, trigger: { global: "damageBegin4" }, forced: true, filter: function (event, player) { if (event.num <= 1) return false; return event.player.isFriendOf(player); }, content: function () { trigger.num = 1; }, }, boss_jingfan: { global: "boss_jingfan2", }, boss_jingfan2: { mod: { globalFrom: function (from, to, distance) { if (to.isEnemyOf(from)) return; var players = game.filterPlayer(); for (var i = 0; i < players.length; i++) { if ( players[i].hasSkill("boss_jingfan") && players[i].isFriendOf(from) && players[i] != from ) { return distance - 1; } } }, }, }, boss_lingyu: { trigger: { player: "phaseEnd" }, check: function (event, player) { if (player.isTurnedOver()) return true; var num = 0, players = game.filterPlayer(); for (var i = 0; i < players.length; i++) { if ( players[i].hp < players[i].maxHp && players[i].isFriendOf(player) && get.recoverEffect(players[i]) > 0 ) { if (players[i].hp == 1) { return true; } num++; if (num >= 2) return true; } } return false; }, content: function () { "step 0"; player.turnOver(); "step 1"; var list = game.filterPlayer(function (current) { return current.isDamaged() && current.isFriendOf(player); }); player.line(list, "green"); event.targets = list; "step 2"; if (event.targets.length) { event.targets.shift().recover(); event.redo(); } }, ai: { threaten: 1.5, effect: { target: function (card, player, target) { if (card.name == "guiyoujie") return [0, 1]; }, }, }, }, boss_zhenwei: { global: "boss_zhenwei2", ai: { threaten: 1.5, }, }, boss_zhenwei2: { mod: { globalTo: function (from, to, distance) { if (to.isFriendOf(from)) return; var players = game.filterPlayer(); for (var i = 0; i < players.length; i++) { if ( players[i].hasSkill("boss_zhenwei") && players[i].isFriendOf(to) && players[i] != to ) { return distance + 1; } } }, }, }, boss_benlei: { mode: ["versus"], trigger: { player: "phaseBegin" }, forced: true, filter: function (event, player) { if (_status.mode != "jiange") return false; var players = game.filterPlayer(); for (var i = 0; i < players.length; i++) { if (players[i].type == "mech" && players[i].isEnemyOf(player)) { return true; } } }, content: function () { var target = game.findPlayer(function (current) { return current.type == "mech" && current.isEnemyOf(player); }); if (target) { player.line(target, "thunder"); target.damage(Math.random() > 0.4 ? 2 : 3, "thunder"); } }, ai: { threaten: function (player, target) { if (_status.mode == "jiange") { for (var i = 0; i < game.players.length; i++) { if (game.players[i].type == "mech" && game.players[i].isEnemyOf(target)) { return 2; } } } return 1; }, }, }, boss_nailuo: { trigger: { player: "phaseEnd" }, check: function (event, player) { if (player.isTurnedOver()) return true; var num = 0, players = game.filterPlayer(); for (var i = 0; i < players.length; i++) { if (players[i].isEnemyOf(player)) { var es = players[i].getCards("e"); for (var j = 0; j < es.length; j++) { switch (get.subtype(es[j])) { case "equip1": num += 1; break; case "equip2": num += 2; break; case "equip3": num += 2; break; case "equip4": num += 1; break; case "equip5": num += 1.5; break; } } } } if (_status.mode == "jiange") { for (var i = 0; i < players.length; i++) { if (players[i].isFriendOf(player) && players[i].hasSkill("huodi")) { return num > 0; } } } return num >= 4; }, filter: function (event, player) { var players = game.filterPlayer(); for (var i = 0; i < players.length; i++) { if (players[i].isEnemyOf(player) && players[i].countCards("e")) { return true; } } return false; }, content: function () { "step 0"; player.turnOver(); "step 1"; event.targets = get.players(); "step 2"; if (event.targets.length) { var current = event.targets.shift(); if (current.isEnemyOf(player)) { var es = current.getCards("e"); if (es.length) { current.discard(es); player.line(current, "green"); } } event.redo(); } }, ai: { effect: { target: function (card, player, target) { if (card.name == "guiyoujie") return [0, 1]; }, }, }, }, boss_tanshi: { trigger: { player: "phaseEnd" }, forced: true, check: function () { return false; }, filter: function (event, player) { return player.countCards("h") > 0; }, content: function () { player.chooseToDiscard("h", true); }, }, boss_tunshi: { trigger: { player: "phaseBegin" }, forced: true, filter: function (event, player) { var nh = player.countCards("h"); return game.hasPlayer(function (current) { return current.isEnemyOf(player) && current.countCards("h") > nh; }); }, content: function () { "step 0"; var nh = player.countCards("h"); var targets = game.filterPlayer(function (current) { return current.isEnemyOf(player) && current.countCards("h") > nh; }); targets.sort(lib.sort.seat); event.targets = targets; "step 1"; if (event.targets.length) { var current = event.targets.shift(); current.damage(); player.line(current, "thunder"); event.redo(); } }, }, boss_jiguan: { mod: { targetEnabled: function (card, player, target) { if (card.name == "lebu") { return false; } }, }, }, boss_gongshenjg: { audio: 2, trigger: { player: "phaseEnd" }, mode: ["versus"], filter: function (event, player) { if (_status.mode != "jiange") return false; var players = game.filterPlayer(); for (var i = 0; i < players.length; i++) { if (players[i].type == "mech") { if (players[i].isEnemyOf(player)) return true; if (players[i].hp < players[i].maxHp) return true; } } return false; }, content: function () { var enemy, players = game.filterPlayer(); for (var i = 0; i < players.length; i++) { if (players[i].type == "mech") { if (players[i].isFriendOf(player)) { if (players[i].hp < players[i].maxHp) { player.line(players[i], "green"); players[i].recover(); return; } } else { enemy = players[i]; } } } if (enemy) { player.line(enemy, "fire"); enemy.damage("fire"); } }, }, boss_jingmiao: { trigger: { global: "useCardAfter" }, filter: function (event, player) { return event.player.isEnemyOf(player) && event.card.name == "wuxie"; }, logTarget: "player", check: function (event, player) { return get.attitude(player, event.player) < 0; }, content: function () { player.line(trigger.player, "green"); trigger.player.loseHp(); }, ai: { expose: 0.2, threaten: 1.3, }, }, boss_zhinang: { trigger: { player: "phaseBegin" }, frequent: true, content: function () { "step 0"; event.cards = get.cards(5); event.cards2 = []; for (var i = 0; i < event.cards.length; i++) { var type = get.type(event.cards[i], "trick"); if (type == "trick" || type == "equip") { event.cards2.push(event.cards[i]); } } if (!event.isMine() || event.cards2.length == 0) { player.showCards(event.cards); } "step 1"; if (event.cards2.length == 0) { event.finish(); } else { var dialog = ui.create.dialog("将三张牌中的锦囊牌或装备牌交给一己方名角色", "hidden"); dialog.add(event.cards); for (var i = 0; i < dialog.buttons.length; i++) { if (event.cards2.includes(dialog.buttons[i].link)) { dialog.buttons[i].style.opacity = 1; } else { dialog.buttons[i].style.opacity = 0.5; } } var next = player.chooseTarget(true, dialog, function (card, player, target) { return target.isFriendOf(player); }); next.ai = function (target) { var att = get.attitude(player, target); if (att > 0 && target.hasJudge("lebu")) { return 0.1; } if (player.countCards("h") > player.hp) { if (target == player) return Math.max(1, att - 2); } if (target == player) return att + 5; return att; }; } "step 2"; if (result && result.targets && result.targets.length) { event.target = result.targets[0]; } if (event.cards2.length) { player.line(event.target, "green"); event.target.gain(event.cards2, "gain2", "log"); } }, ai: { threaten: 1.3, }, }, boss_biantian4: { trigger: { player: "dieBegin" }, forced: true, popup: false, content: function () { for (var i = 0; i < game.players.length; i++) { if (game.players[i].hasSkill("boss_biantian3")) { game.players[i].removeSkill("boss_biantian3"); game.players[i].popup("boss_biantian3"); } if (game.players[i].hasSkill("boss_biantian2")) { game.players[i].removeSkill("boss_biantian2"); game.players[i].popup("boss_biantian2"); } } }, }, boss_biantian: { trigger: { player: "phaseBegin" }, forced: true, unique: true, audio: false, group: "boss_biantian4", content: function () { "step 0"; for (var i = 0; i < game.players.length; i++) { if (game.players[i].hasSkill("boss_biantian3")) { game.players[i].removeSkill("boss_biantian3"); game.players[i].popup("boss_biantian3"); } if (game.players[i].hasSkill("boss_biantian2")) { game.players[i].removeSkill("boss_biantian2"); game.players[i].popup("boss_biantian2"); } } player.judge(function (card) { var color = get.color(card); if (color == "black") return 1; if (color == "red") return 0; return -1; }); "step 1"; var targets = [], players = game.filterPlayer(); if (result.color == "red") { game.trySkillAudio("boss_biantianx2"); for (var i = 0; i < players.length; i++) { if (!players[i].isFriendOf(player)) { players[i].addSkill("boss_biantian3"); players[i].popup("kuangfeng"); targets.push(players[i]); } } player.logSkill("kuangfeng", targets, "fire"); } else if (result.color == "black") { game.trySkillAudio("boss_biantianx1"); for (var i = 0; i < players.length; i++) { if (players[i].isFriendOf(player)) { players[i].addSkill("boss_biantian2"); players[i].popup("dawu"); targets.push(players[i]); } } player.logSkill("dawu", targets, "thunder"); } }, ai: { threaten: 1.6, }, }, boss_biantian2: { audio: false, trigger: { player: "damageBefore" }, filter: function (event) { if (!event.hasNature("thunder")) return true; return false; }, forced: true, mark: true, marktext: "雾", intro: { content: "已获得大雾标记", }, content: function () { trigger.cancel(); }, ai: { nofire: true, nodamage: true, effect: { target: function (card, player, target, current) { if (get.tag(card, "damage") && !get.tag(card, "thunderDamage")) return [0, 0]; }, }, }, }, boss_biantian3: { trigger: { player: "damageBegin3" }, filter: function (event) { if (event.hasNature("fire")) return true; return false; }, mark: true, marktext: "风", intro: { content: "已获得狂风标记", }, forced: true, content: function () { trigger.num++; }, ai: { effect: { target: function (card, player, target, current) { if (get.tag(card, "fireDamage")) return 1.5; }, }, }, }, boss_jizhen: { audio: 2, trigger: { player: "phaseEnd" }, forced: true, filter: function (event, player) { return game.hasPlayer(function (current) { return current.isFriendOf(player) && current.isDamaged(); }); }, content: function () { var list = game.filterPlayer(function (current) { return current.isFriendOf(player) && current.isDamaged(); }); if (list.length) { player.line(list, "green"); game.asyncDraw(list); } }, ai: { threaten: 1.4, }, }, boss_lingfeng: { audio: 2, trigger: { player: "phaseDrawBefore" }, content: function () { "step 0"; trigger.cancel(); event.cards = get.cards(2); player.showCards(event.cards); "step 1"; if (get.color(event.cards[0]) != get.color(event.cards[1])) { player.chooseTarget( "是否令一名敌方角色失去1点体力?", function (card, player, target) { return !target.isFriendOf(player); } ).ai = function (target) { return -get.attitude(player, target); }; } "step 2"; if (result.bool && result.targets && result.targets.length) { player.line(result.targets, "green"); result.targets[0].loseHp(); } "step 3"; player.gain(event.cards); player.$draw(event.cards); game.delay(); }, ai: { threaten: 1.4, }, }, boss_yuhuojg: { audio: true, trigger: { player: "damageBegin2" }, filter: function (event) { return event.hasNature("fire"); }, forced: true, content: function () { trigger.cancel(); }, ai: { nofire: true, effect: { target: function (card, player, target, current) { if (get.tag(card, "fireDamage")) return 0; }, }, }, }, boss_tianyun: { trigger: { player: "phaseEnd" }, direct: true, content: function () { "step 0"; event.forceDie = true; player.chooseTarget(get.prompt("boss_tianyun"), function (card, player, target) { return target.isEnemyOf(player); }).ai = function (target) { if (player.hp <= 1) return 0; if (get.attitude(player, target) > -3) return 0; var eff = get.damageEffect(target, player, player, "fire"); if (eff > 0) { return eff + target.countCards("e") / 2; } return 0; }; "step 1"; if (result.bool) { player.logSkill("boss_tianyun", result.targets, "fire"); player.loseHp(); event.target = result.targets[0]; } else { event.finish(); } "step 2"; if (event.target) { event.target.damage(Math.random() > 0.4 ? 2 : 3, "fire"); } "step 3"; if (event.target) { var es = event.target.getCards("e"); if (es.length) { event.target.discard(es); } } }, ai: { threaten: 2, }, }, versus_ladder: { trigger: { global: ["damageEnd", "recoverEnd", "dieEnd", "gainEnd", "phaseDiscardEnd"] }, silent: true, filter: function (event, player) { if (!_status.ladder) return false; if (event._ladder_mmr_counted) return false; if (!event.source) return false; return event.source == game.me || event.player == game.me; }, content: function () { switch (event.triggername) { case "damageEnd": { if (trigger.source.side != trigger.player.side) { if (trigger.source == game.me) { _status.ladder_mmr += 0.5 * Math.max(1, trigger.num); } else { _status.ladder_mmr += 0.2 * Math.max(1, trigger.num); } } break; } case "recoverEnd": { if (trigger.source != trigger.player) { if (trigger.source == game.me) { if (trigger.player.side == game.me.side) { _status.ladder_mmr += 0.5 * trigger.num; } else { _status.ladder_mmr -= 0.3 * trigger.num; } } } else { _status.ladder_mmr += 0.3 * trigger.num; } break; } case "dieEnd": { if (trigger.source == game.me && trigger.player.side != game.me.side) { _status.ladder_mmr += 2; } break; } case "gainEnd": { if (trigger.cards && trigger.cards.length) { if (trigger.source == game.me && trigger.player != game.me) { if (trigger.player.side == game.me.side) { _status.ladder_mmr += 0.3 * trigger.cards.length; } else { _status.ladder_mmr -= 0.1 * trigger.cards.length; } } else { if (trigger.source) { if (trigger.source.side != game.me.side) { _status.ladder_mmr += 0.3 * trigger.cards.length; } } else { _status.ladder_mmr += 0.1 * trigger.cards.length; } } } break; } case "phaseDiscardEnd": { if (trigger.player == player) { if (trigger.cards && trigger.cards.length) { _status.ladder_mmr -= 0.2 * trigger.cards.length; } } break; } } trigger._ladder_mmr_counted = true; }, }, }, card: { tunliang: { audio: true, fullskin: true, type: "trick", enable: true, selectTarget: [1, 3], filterTarget: true, content: function () { target.draw(); }, ai: { basic: { order: 7.2, useful: 4.5, value: 9.2, }, result: { target: 1, }, tag: { draw: 1, }, }, }, yuanjun: { fullskin: true, type: "trick", selectTarget: [1, 2], enable: true, filterTarget: function (card, player, target) { return target != player && target.hp < target.maxHp; }, content: function () { target.recover(); }, ai: { basic: { order: function (card, player) { if (player.hasSkillTag("pretao")) return 5; return 2; }, useful: [6, 4], value: [6, 4], }, result: { target: function (player, target) { return 2; }, }, tag: { recover: 1, }, }, }, xujiu: { audio: "jiu", cardimage: "jiu", fullskin: true, type: "basic", enable: true, filterTarget: function (card, player, target) { return target.isEnemyOf(player); }, selectTarget: 1, content: function () { target.addTempSkill("xujiu2"); target.addMark("xujiu2", event.baseDamage || 1, false); }, ai: { basic: { order: (item, player) => { var cards = player.getCards( "hs", (card) => get.tag(card, "damage") && player.hasValueTarget(card) ); if (!cards.length) return 0; var cardx = cards.filter((card) => get.name(card) == "sha"); cardx.sort((a, b) => player.getUseValue(b) - player.getUseValue(a)); cardx = cardx.slice( Math.min(cardx.length, player.getCardUsable("sha")), cardx.length ); cards.removeArray(cardx); return ( get.order( cards.sort((a, b) => get.order(b, player) - get.order(a, player))[0] ) + 0.3 ); }, useful: 5, value: 3, }, result: { target: (player, target) => { if (target.hasSkill("gangzhi") || get.attitude(player, target) >= 0) return 0; var cards = player.getCards( "hs", (card) => get.tag(card, "damage") && player.canUse(card, target) && get.effect(target, card, player, player) > 0 ); if (!cards.length) return 0; var cardx = cards.filter((card) => get.name(card) == "sha"); cardx.sort( (a, b) => get.effect(target, b, player, player) - get.effect(target, a, player, player) ); cardx = cardx.slice( Math.min(cardx.length, player.getCardUsable("sha")), cardx.length ); cards.removeArray(cardx); return -cards.reduce( (sum, card) => sum + get.effect(target, card, player, player), 0 ); }, }, }, }, zong: { fullskin: true, type: "basic", cardcolor: "red", enable: function (card, player) { return player.hp < player.maxHp; }, savable: function (card, player, dying) { return dying.side == player.side; }, selectTarget: -1, filterTarget: function (card, player, target) { return target == player && target.hp < target.maxHp; }, modTarget: function (card, player, target) { return target.hp < target.maxHp; }, content: function () { target.recover(); }, ai: { basic: { order: function (card, player) { if (player.hasSkillTag("pretao")) return 5; return 2; }, useful: [8, 6.5, 5, 4], value: [8, 6.5, 5, 4], }, result: { target: function (player, target) { if (target.hp <= 0) return 2; var nd = player.needsToDiscard(); var keep = false; if (nd <= 0) { keep = true; } else if (nd == 1 && target.hp >= 2 && target.countCards("h", "tao") <= 1) { keep = true; } var mode = get.mode(); if (target.hp >= 2 && keep && target.hasFriend()) { if (target.hp > 2 || nd == 0) return 0; if (target.hp == 2) { if ( game.hasPlayer(function (current) { if (target != current && get.attitude(target, current) >= 3) { if (current.hp <= 1) return true; } }) ) { return 0; } } } return 2; }, }, tag: { recover: 1, save: 1, }, }, }, xionghuangjiu: { fullskin: true, type: "basic", enable: function (event, player) { return !player.hasSkill("jiu") && !player.hasSkill("xionghuangjiu"); }, lianheng: true, logv: false, savable: function (card, player, dying) { return dying == player; }, usable: 1, selectTarget: -1, modTarget: true, filterTarget: function (card, player, target) { return target == player; }, content: function () { if (target.isDying()) { target.recover(); if (_status.currentPhase == target) { target.getStat().card.jiu--; } } else { if (cards && cards.length) { card = cards[0]; } game.broadcastAll( function (target, card, gain2) { if (get.population(target.side) == 1) { target.addSkill("xionghuangjiu"); } else { if (!target.storage.jiu) target.storage.jiu = 0; target.storage.jiu++; target.addSkill("jiu"); } game.addVideo("jiuNode", target, true); if (!target.node.jiu && lib.config.jiu_effect) { target.node.jiu = ui.create.div(".playerjiu", target.node.avatar); target.node.jiu2 = ui.create.div(".playerjiu", target.node.avatar2); } if ( gain2 && card.clone && (card.clone.parentNode == target.parentNode || card.clone.parentNode == ui.arena) ) { card.clone.moveDelete(target); } }, target, card, target == targets[0] ); if (target == targets[0]) { if ( card.clone && (card.clone.parentNode == target.parentNode || card.clone.parentNode == ui.arena) ) { game.addVideo("gain2", target, get.cardsInfo([card])); } } } }, ai: { basic: { useful: function (card, i) { if (_status.event.player.hp > 1) { if (i == 0) return 5; return 1; } if (i == 0) return 7.3; return 3; }, value: function (card, player, i) { if (player.hp > 1) { if (i == 0) return 5; return 1; } if (i == 0) return 7.3; return 3; }, }, order: function () { return get.order({ name: "sha" }) + 0.2; }, result: { target: function (player, target) { if (target && target.isDying()) return 2; if (lib.config.mode == "stone" && !player.isMin()) { if (player.getActCount() + 1 >= player.actcount) return 0; } var shas = player.getCards("h", "sha"); if (shas.length > 1 && player.getCardUsable("sha") > 1) { return 0; } var card; if (shas.length) { for (var i = 0; i < shas.length; i++) { if (lib.filter.filterCard(shas[i], target)) { card = shas[i]; break; } } } else if (player.hasSha() && player.needsToDiscard()) { if (player.countCards("h", "hufu") != 1) { card = { name: "sha" }; } } if (card) { if ( game.hasPlayer(function (current) { return ( get.attitude(target, current) < 0 && target.canUse(card, current, true, true) && !current.getEquip("baiyin") && get.effect(current, card, target) > 0 ); }) ) { return 1; } } return 0; }, }, tag: { save: 1, }, }, }, tongzhougongji: { fullskin: true, cardimage: "lulitongxin", notarget: true, enable: true, type: "trick", content: function () { "step 0"; var num = 0; for (var i = 0; i < game.players.length; i++) { if (game.players[i].side == player.side) { if (game.players[i] != player) { event.friend = game.players[i]; } num += game.players[i].storage.longchuanzhibao; } } player .chooseControl(function () { if (num > 2) { return 0; } if (num == 2 && get.population(player.side) == 1) { return 0; } return 1; }) .set("choiceList", ["摸" + get.cnNumber(num) + "张牌", "你和队友各摸一张牌"]); event.num = num; "step 1"; if (result.index == 0) { if (event.num) { player.draw(event.num); } } else { if (event.friend) { player.line(event.friend); game.asyncDraw([player, event.friend]); } else { player.draw(); } } }, ai: { basic: { order: 7.2, useful: 4, value: 9.2, }, result: { target: 2, }, tag: { draw: 1, }, }, }, lizhengshangyou: { fullskin: true, cardimage: "lianjunshengyan", type: "trick", enable: true, selectTarget: -1, reverseOrder: true, filterTarget: function (card, player, target) { for (var i = 0; i < game.players.length; i++) { if (game.players[i].side == target.side && game.players[i].storage.longchuanzhibao) { return target.isDamaged(); } } return target.countCards("he"); }, content: function () { for (var i = 0; i < game.players.length; i++) { if (game.players[i].side == target.side && game.players[i].storage.longchuanzhibao) { target.recover(); return; } } target.chooseToDiscard("he", true); }, ai: { basic: { order: 9, useful: [3, 1], value: 0, }, result: { target: function (player, target) { for (var i = 0; i < game.players.length; i++) { if ( game.players[i].side == target.side && game.players[i].storage.longchuanzhibao ) { return 1.5; } } return -1; }, }, tag: { recover: 0.5, multitarget: 1, }, }, }, }, element: { content: { replacePlayer: function () { "step 0"; var cards = source.getCards("hej"); if (cards.length) { source.$throw(cards, 1000); game.cardsDiscard(cards); } "step 1"; var list = source.side == game.me.side ? _status.friend : _status.enemy; if (list.length == 0) { // if(game.friend.includes(source)){ // game.over(false); // } // else{ // game.over(true); // } game.friend.remove(source); game.enemy.remove(source); if (game.friend.length == 0) game.over(false); else if (game.enemy.length == 0) game.over(true); if ( game.friendZhu && game.friendZhu.classList.contains("dead") && game.friend.length ) { game.friendZhu = game.friend[0]; game.friendZhu.setIdentity(_status.color + "Zhu"); } if (game.enemyZhu && game.enemyZhu.classList.contains("dead") && game.enemy.length) { game.enemyZhu = game.enemy[0]; game.enemyZhu.setIdentity(!_status.color + "Zhu"); } event.finish(); return; } if ( source.side == game.me.side && list.length > 1 && (game.me == game.friendZhu || (lib.storage.zhu && lib.storage.single_control)) && !_status.auto ) { event.dialog = ui.create.dialog("选择替补角色", [list, "character"]); event.filterButton = function () { return true; }; event.player = game.me; event.forced = true; event.custom.replace.confirm = function () { event.character = ui.selected.buttons[0].link; event.dialog.close(); if (ui.confirm) ui.confirm.close(); delete event.player; game.resume(); }; game.check(); game.pause(); } else { event.character = list[Math.floor(Math.random() * list.length)]; } "step 2"; game.uncheck(); _status.friend.remove(event.character); _status.enemy.remove(event.character); source.revive(null, false); game.additionaldead.push({ name: source.name, stat: source.stat, }); game.addVideo("reinit", source, [ event.character, get.translation(source.side + "Color"), ]); source.uninit(); source.init(event.character); game.log(source, "出场"); source.node.identity.dataset.color = get.translation(source.side + "Color"); source.draw(4); var evt = event.getParent("dying"); if (evt && evt.parent) { evt = evt.parent; evt.untrigger(false, source); for (var i = 0; i < 100; i++) { evt = evt.parent; if (evt.player == source) { evt.finish(); } if (evt.name == "phase") { break; } } } if (lib.storage.single_control) { game.onSwapControl(); } game.triggerEnter(source); "step 3"; // if(_status.currentPhase==source){ // source.skip('phase'); // } }, replacePlayerTwo: function () { "step 0"; var cards = source.getCards("hej"); if (cards.length) { source.$throw(cards, 1000); game.cardsDiscard(cards); } game.delay(); "step 1"; source.revive(null, false); game.additionaldead.push({ name: source.name, stat: source.stat, }); game.addVideo("reinit", source, [ event.character, get.translation(source.side + "Color"), ]); source.uninit(); source.init(event.character); game.log(source, "出场"); // source.node.identity.dataset.color=source.side+'zhu'; source.draw(4); var evt = event.getParent("dying"); if (evt && evt.parent) { evt = evt.parent; evt.untrigger(false, source); for (var i = 0; i < 100; i++) { evt = evt.parent; if (evt.player == source) { evt.finish(); } if (evt.name == "phase") { break; } } } game.triggerEnter(source); }, replacePlayerOL: function () { "step 0"; var cards = source.getCards("hej"); if (cards.length) { source.$throw(cards, 1000); game.cardsDiscard(cards); } game.delay(); "step 1"; if (event.source.side == game.me.side) { if (_status.friend.length == 1) { event.directresult = _status.friend[0]; } else if (event.source == game.me) { if (_status.auto) { event.directresult = _status.friend.randomGet(); } } else { if (!event.source.isOnline()) { event.directresult = _status.friend.randomGet(); } } } else { if (_status.enemy.length == 1) { event.directresult = _status.enemy[0]; } else { if (!event.source.isOnline()) { event.directresult = _status.enemy.randomGet(); } } } if (!event.directresult) { if (event.source == game.me) { event.dialog = ui.create.dialog("选择替补角色", [_status.friend, "character"]); event.filterButton = function () { return true; }; event.player = game.me; event.forced = true; event.custom.replace.confirm = function () { event.directresult = ui.selected.buttons[0].link; event.dialog.close(); if (ui.confirm) ui.confirm.close(); delete event.player; game.resume(); }; event.switchToAuto = function () { event.directresult = _status.friend.randomGet(); event.dialog.close(); if (ui.confirm) ui.confirm.close(); delete event.player; }; game.check(); game.pause(); } else { event.source.send(function (player) { if (_status.auto) { _status.event._result = _status.friend.randomGet(); } else { var next = game.createEvent("replacePlayer"); next.source = player; next.setContent(function () { event.dialog = ui.create.dialog("选择替补角色", [ _status.friend, "character", ]); event.filterButton = function () { return true; }; event.player = event.source; event.forced = true; event.custom.replace.confirm = function () { event.result = ui.selected.buttons[0].link; event.dialog.close(); if (ui.confirm) ui.confirm.close(); delete event.player; game.resume(); game.uncheck(); }; event.switchToAuto = function () { event.result = _status.friend.randomGet(); event.dialog.close(); if (ui.confirm) ui.confirm.close(); delete event.player; game.uncheck(); }; game.check(); game.pause(); }); } game.resume(); }, event.source); event.source.wait(); game.pause(); } } "step 2"; game.uncheck(); if (!event.directresult) { if (event.resultOL) { event.directresult = event.resultOL[source.playerid]; } if (!event.directresult || event.directresult == "ai") { if (source.side == game.me.side) { event.directresult = _status.friend.randomGet(); } else { event.directresult = _status.enemy.randomGet(); } } } var name = event.directresult; var color = source.node.identity.dataset.color; game.additionaldead.push({ name: source.name, stat: source.stat, }); game.broadcastAll( function (source, name, color) { _status.friend.remove(name); _status.enemy.remove(name); source.revive(null, false); source.uninit(); source.init(name); source.node.identity.dataset.color = color; if (source == game.me) { ui.arena.classList.remove("selecting"); } }, source, name, color ); game.log(source, "出场"); source.draw(4); var evt = event.getParent("dying"); if (evt && evt.parent) { evt = evt.parent; evt.untrigger(false, source); for (var i = 0; i < 100; i++) { evt = evt.parent; if (evt.player == source) { evt.finish(); } if (evt.name == "phase") { break; } } } game.addVideo("reinit", source, [name, color]); game.triggerEnter(source); }, }, player: { gainZhibao: function (num, source) { if (source) { if (num === true || num > source.storage.longchuanzhibao) { num = source.storage.longchuanzhibao; } } else { if (typeof num != "number") { num = 1; } } if (!num || typeof num != "number") return this; this.storage.longchuanzhibao += num; this.updateMark("longchuanzhibao"); if (source) { source.storage.longchuanzhibao -= num; source.updateMark("longchuanzhibao"); game.log(this, "从", source, "处获得了" + get.cnNumber(num) + "个", "#y龙船至宝"); } else { game.log(this, "获得了" + get.cnNumber(num) + "个", "#y龙船至宝"); } if (source && source.side != this.side) { this.draw(num, "nodelay"); var that = this; var friend = game.findPlayer(function (current) { return current.side == that.side && current != that; }); if (friend) { friend.draw(num, "nodelay"); } } var map = { wei: 0, shu: 0, wu: 0, qun: 0 }; for (var i = 0; i < game.players.length; i++) { var current = game.players[i]; map[current.side] += current.storage.longchuanzhibao; } for (var i = 0; i < game.players.length; i++) { var current = game.players[i]; if (map[current.side] >= 4) { current.classList.add("current_action"); } else { current.classList.remove("current_action"); } } return this; }, dieAfter2: function (source) { if (_status.connectMode && _status.mode != "guandu") { if (_status.mode == "1v1" || _status.mode == "3v3") return; else if (_status.mode == "2v2") { var friend; for (var i = 0; i < game.players.length; i++) { if (game.players[i].side == this.side) { friend = game.players[i]; break; } } if (friend) { var next = game.createEvent("versusDraw"); next.setContent(function () { "step 0"; player.chooseBool("是否摸一张牌?"); "step 1"; if (result.bool) { player.draw(); } }); next.player = friend; } } else if (_status.mode == "4v4") { if (this.identity == "zhu") return; else { if (source) { if (source.side == this.side) { if (source.identity == "zhu") { source.discard(source.getCards("he")); } } else { var num1 = 0, num2 = 1; for (var i = 0; i < game.players.length; i++) { if (game.players[i].side == source.side) { num1++; } else { num2++; } } source.draw(2 + Math.max(0, num2 - num1)); } } } return; } } else { if (_status.mode == "four" || _status.mode == "guandu") { if (this.identity == "zhu") return; else { if (source) { if (source.side == this.side) { if (_status.mode == "guandu" || source.identity == "zhu") { source.discard(source.getCards("he")); } } else { if (_status.mode == "guandu") return; var num1 = 0, num2 = 1; for (var i = 0; i < game.players.length; i++) { if (game.players[i].side == source.side) { num1++; } else { num2++; } } source.draw(2 + Math.max(0, num2 - num1)); } } } return; } else if (_status.mode == "two") { var friend; for (var i = 0; i < game.players.length; i++) { if (game.players[i].side == this.side) { friend = game.players[i]; break; } } if (_status.replacetwo) { if (this.replacetwo) { if (source) { if (source.side == this.side) { var he = source.getCards("he"); if (he.length) { source.discard(he); } } else { source.draw(3); } } } else if (friend && friend.replacetwo) { if (source) { if (source.side == this.side) { var he = source.getCards("he"); if (he.length) { source.discard(he); } } else { source.draw(3); } } } } else { if (friend) { var next = game.createEvent("versusDraw"); next.setContent(function () { "step 0"; player.chooseBool("是否摸一张牌?"); "step 1"; if (result.bool) { player.draw(); } }); next.player = friend; } } return; } else if (_status.mode == "siguo") return; else if (_status.mode == "jiange") return; else if (_status.mode == "three") { if (this.identity == "zhu") return; else { game.friend.remove(this); game.enemy.remove(this); if (source) { source.draw(2); } } return; } var list = this.side == game.me.side ? _status.friend : _status.enemy; if ( (list.length == 0 && lib.storage.noreplace_end) || (lib.storage.zhu && lib.storage.main_zhu && this.identity == "zhu" && game.players.length > 2) ) { return; } else if ( game.friend.length == 1 && this == game.friend[0] && _status.friend.length == 0 ) { return; } else if ( game.enemy.length == 1 && this == game.enemy[0] && _status.enemy.length == 0 ) { return; } else { if (source) { if (source.side != this.side) { if (lib.storage.versus_reward) { source.draw(lib.storage.versus_reward); } } else { if (lib.storage.versus_punish == "弃牌") { source.discard(source.getCards("he")); } else if ( lib.storage.versus_punish == "摸牌" && lib.storage.versus_reward ) { source.draw(lib.storage.versus_reward); } } } else { game.delay(); } } } }, dieAfter: function (source) { if (_status.connectMode) { if (_status.mode == "1v1" || _status.mode == "3v3") { game.broadcastAll(function (dead) { if (dead.side == game.me.side) { _status.friendDied.push(dead.name1); _status.friendCount.innerHTML = "阵亡: " + get.cnNumber(_status.friendDied.length, true); } else { _status.enemyDied.push(dead.name1); _status.enemyCount.innerHTML = "杀敌: " + get.cnNumber(_status.enemyDied.length, true); } }, this); if (this.side == game.me.side) { if (_status.friend.length == 0) { game.over(false); return; } } else { if (_status.enemy.length == 0) { game.over(true); return; } } game.replacePlayerOL(this); } else if (_status.mode == "2v2") { if (_status.replacetwo) { // later ? } var friend; for (var i = 0; i < game.players.length; i++) { if (game.players[i].side == this.side) { friend = game.players[i]; break; } } if (!friend) { game.over(this.side != game.me.side); } else friend.showGiveup(); } else if (_status.mode == "4v4" || _status.mode == "guandu") { if (this.identity == "zhu") { game.over(this.side != game.me.side); } else { if (_status.mode == "guandu" && source && source.side != this.side) { var hs = this.getCards("h"); if (hs.length) source.gain(hs, this, "giveAuto"); } var side1 = [], side2 = []; for (var i = 0; i < game.players.length; i++) { if (game.players[i].side) { side1.push(game.players[i]); } else { side2.push(game.players[i]); } } if (side1.length == 1) { side1[0].showGiveup(); } if (side2.length == 1) { side2[0].showGiveup(); } } return; } } else { var me = game.me._trueMe || game.me; if (_status.mode == "four" || _status.mode == "guandu") { if (this.identity == "zhu") { game.over(this.side != me.side); } else { if (_status.mode == "guandu" && source && source.side != this.side) { var hs = this.getCards("h"); if (hs.length) source.gain(hs, this, "giveAuto"); } var side1 = [], side2 = []; for (var i = 0; i < game.players.length; i++) { if (game.players[i].side) { side1.push(game.players[i]); } else { side2.push(game.players[i]); } } if (me.side) { if (side1.length <= side2.length - 2) { me.showGiveup(); } } else { if (side1.length >= side2.length + 2) { me.showGiveup(); } } } return; } else if (_status.mode == "two") { var friend; for (var i = 0; i < game.players.length; i++) { if (game.players[i].side == this.side) { friend = game.players[i]; break; } } if (_status.replacetwo) { if (this.replacetwo) { game.replacePlayerTwo(this, this.replacetwo); delete this.replacetwo; if (get.config("olfeiyang_four") && this == _status.firstAct.previous) { this.addSkill("olfeiyang"); } } else if (friend && friend.replacetwo) { game.replacePlayerTwo(this, friend.replacetwo); delete friend.replacetwo; if (get.config("olfeiyang_four") && this == _status.firstAct.previous) { this.addSkill("olfeiyang"); } } else { game.over(this.side != me.side); } } else { if (!friend) { game.over(this.side != me.side); } else friend.showGiveup(); } return; } else if (_status.mode == "siguo") { if ( game.players.length == 1 || (game.players.length == 2 && game.players[0].side == game.players[1].side) ) { game.over(me.side == game.players[0].side); } var assignzhibao = function () { var list = game.players.slice(0); var max = 0; var list2 = []; for (var i = 0; i < arguments.length; i++) { list.remove(arguments[i]); } for (var i = 0; i < list.length; i++) { if (list[i].storage.longchuanzhibao > max) { max = list[i].storage.longchuanzhibao; } } for (var i = 0; i < list.length; i++) { if (list[i].storage.longchuanzhibao == max) { if (list2.length) { list2 = list; break; } else { list2.push(list[i]); } } } for (var i = 0; i < arguments.length; i++) { for (var j = 0; j < arguments[i].storage.longchuanzhibao; j++) { var current = list2.randomGet(); if (!current.storage._longchuanzhibao) { current.storage._longchuanzhibao = 1; } else { current.storage._longchuanzhibao++; } } for (var j = 0; j < list2.length; j++) { if (list2[j].storage._longchuanzhibao) { arguments[i].line(list2[j], "green"); list2[j].gainZhibao( list2[j].storage._longchuanzhibao, arguments[i] ); delete list2[j].storage._longchuanzhibao; } } } }; if (source) { if (source.side == this.side) { assignzhibao(this, source); } else { if (this.storage.longchuanzhibao) { source.gainZhibao(true, this); } } } else { assignzhibao(this); } return; } else if (_status.mode == "jiange") { if (get.population("wei") == 0) { game.over(me.identity == "shu"); } else if (get.population("shu") == 0) { game.over(me.identity == "wei"); } return; } else if (_status.mode == "three") { if (this.identity == "zhu") { if (game.friend.includes(this)) { game.over(false); } else { game.over(true); } } else { if (this == me) { game.modeSwapPlayer(game.friendZhu); } game.friend.remove(this); game.enemy.remove(this); } return; } if (this.side == me.side) { _status.friendDied.push(this.name1); _status.friendCount.innerHTML = "阵亡: " + get.cnNumber(_status.friendDied.length, true); } else { _status.enemyDied.push(this.name1); _status.enemyCount.innerHTML = "杀敌: " + get.cnNumber(_status.enemyDied.length, true); } var list = this.side == me.side ? _status.friend : _status.enemy; if ( (list.length == 0 && lib.storage.noreplace_end) || (lib.storage.zhu && lib.storage.main_zhu && this.identity == "zhu" && game.players.length > 2) ) { if (game.friend.includes(this)) { game.over(false); } else { game.over(true); } } else if ( game.friend.length == 1 && this == game.friend[0] && _status.friend.length == 0 ) { game.over(false); } else if ( game.enemy.length == 1 && this == game.enemy[0] && _status.enemy.length == 0 ) { game.over(true); } else { game.replacePlayer(this); } } }, }, }, get: { rawAttitude: function (from, to) { if (from.side == to.side) { if (to.identity == "zhu") { if (_status.connectMode) { if (_status.mode == "4v4" || _status.mode == "guandu") return 7; } else { if (lib.storage.main_zhu || _status.mode == "four" || _status.mode == "guandu") return 7; } } return 6; } else { if (_status.mode == "siguo") { var list = ["wei", "shu", "wu", "qun"]; var map = { wei: 0, shu: 0, wu: 0, qun: 0 }; var map2 = { wei: 0, shu: 0, wu: 0, qun: 0 }; for (var i = 0; i < game.players.length; i++) { var current = game.players[i]; map[current.side] += get.condition(current) * get.threaten(current, false, false); map2[current.side] += current.storage.longchuanzhibao; } var allin = false; for (var i in map) { if (get.population(i) == 1) { map[i] /= 1.5; } if (map2[i] >= 4) { allin = i; break; } else if (map2[i] == 3) { map[i] += 10; } else if (map2[i] == 2) { map[i]++; } } if (allin) return to.side == allin ? -20 : 0; list.sort(function (a, b) { return map[b] - map[a]; }); var id1 = list.indexOf(from.side); var id2 = list.indexOf(to.side); var att = -1; switch (id1) { case 0: att = _status.siguoai[id2 + 2]; break; case 1: switch (id2) { case 0: att = _status.siguoai[0]; break; case 2: att = _status.siguoai[1]; break; case 3: att = _status.siguoai[2]; break; } break; case 2: switch (id2) { case 0: att = _status.siguoai[0]; break; case 1: att = _status.siguoai[1]; break; case 3: att = _status.siguoai[2]; break; } break; case 3: { if (id2 == 0) { att = _status.siguoai[1]; break; } else { att = _status.siguoai[2]; break; } } } if (map2[to.side] >= 4) { att -= 10; } else if (map2[to.side] == 3) { att -= 3; } else if (map2[to.side] == 2) { att -= 0.5; } if (to.storage.longchuanzhibao) { return att * 1.2; } return att; } else { if (to.identity == "zhu") { if (_status.connectMode) { if (_status.mode == "4v4" || _status.mode == "guandu") return -10; } else { if ( lib.storage.main_zhu || _status.mode == "four" || _status.mode == "guandu" ) return -10; } } return -6; } } }, }, help: { 对决模式: '
同舟共济(四国)
  • 游戏开始时,每个势力的随机一名角色得到一个龙船至宝,1号位角色所在的势力额外获得一个龙船至宝,场上共5枚龙船至宝。龙船至宝是一个特殊标记。' + "
  • 争夺龙船至宝的方式:当敌人受到了你造成的伤害后,若其有龙船至宝,则你获得其一个龙船至宝。若你杀死了该敌人,则你获得其所有的龙船至宝。" + "
  • 获得龙船至宝时的摸牌:除游戏开始时外,若你从非队友处获得了龙船至宝,则你和队友各摸X张牌。(X为该次获得的龙船至宝数;获得队友的龙船至宝不摸牌)" + "
  • 无来源死亡时:当一名角色死亡时,若没有伤害来源,则其持有的所有龙船至宝交给场上龙船至宝数唯一最多的角色,若没有则随机分配,获得龙船至宝的角色和其队友各摸X张牌。" + "
  • 杀死队友时:当你杀死队友时,则将你和队友持有的所有龙船至宝交给场上龙船至宝数唯一最多的敌人,若没有则随机分配,获得龙船至宝的角色和其队友各摸X张牌。" + "
  • 胜利条件:满足一下任意条件游戏结束:(1)在新的一轮开始时,若你的势力获得的龙船至宝至少为4个,则你和队友获胜;(2)消灭所有敌人。" + "
" + '
2v2 替补模式
  • 选将时额外选择一名替补武将,阵亡时使用自己的替补武将上场,无替补时改为用队友的替补武将,两人均无替补时游戏结束' + "
  • 杀死敌方武将摸三张牌,杀死友方武将弃置所有牌
" + '
4v4
  • 双方各有一名主公和三名忠臣,杀死对方主公获胜
  • ' + "8号位游戏开始时额外摸一张牌,7、8号位可在游戏开始时置换一次手牌
  • " + "杀死对方忠臣摸2+x张牌,x为对方(含刚被杀的忠臣)与己方的存活人数之差;主公杀死己方忠臣须弃置所有牌", }, }; });