跳过后,你可以在选项-其它中重置新手向导');
ui.auto.hide();
ui.create.control('跳过向导',function(){
clear();
clear2();
game.resume();
});
ui.create.control('继续',step2);
}
var step2=function(){
if(lib.config.layout!='phone'){
clear();
ui.create.dialog('如果你在使用手机,可能会觉得按钮有点小'+
',将布局改成移动可以使按钮变大');
ui.dialog.add('
你可以在选项-外观-布局中更改此设置');
var lcontrol=ui.create.control('使用移动布局',function(){
if(lib.config.layout=='phone'){
ui.control.firstChild.firstChild.innerHTML='使用移动布局';
lib.init.layout('mobile');
}
else{
ui.control.firstChild.firstChild.innerHTML='使用默认布局';
lib.init.layout('phone');
}
});
ui.create.control('继续',step3);
}
else{
step3();
}
};
var step3=function(){
if(lib.config.touchscreen){
clear();
ui.create.dialog('触屏模式中,下划可以显示菜单,上划可以切换托管,双指单击可以暂停');
ui.dialog.add('
你可以在选项-通用-中更改手势设置');
ui.create.control('继续',step4);
}
else{
step4();
}
};
var step4=function(){
clear();
ui.window.classList.add('noclick_important');
ui.click.configMenu();
ui.control.classList.add('noclick_click_important');
ui.control.style.top='calc(100% - 105px)';
ui.create.control('在菜单中,可以进行各项设置',function(){
ui.click.menuTab('选项');
ui.controls[0].replace('如果你感到游戏较卡,可以开启流畅模式',function(){
ui.controls[0].replace('在技能一栏中,可以设置自动发动或双将禁配的技能',function(){
ui.click.menuTab('武将');
ui.controls[0].replace('在武将或卡牌一栏中,单击武将/卡牌可以将其禁用',function(){
ui.click.menuTab('战局');
ui.controls[0].replace('在战局中可以输入游戏命令,或者管理录像',function(){
ui.click.configMenu();
ui.window.classList.remove('noclick_important');
ui.control.classList.remove('noclick_click_important');
ui.control.style.top='';
step5();
});
});
});
});
})
};
var step5=function(){
clear();
ui.create.dialog('如果还有其它问题,欢迎来到百度无名杀吧进行交流');
ui.create.control('完成',function(){
clear();
clear2();
game.resume();
})
};
game.pause();
step1();
}
else{
game.showChangeLog();
}
"step 3"
if(lib.storage.test){
lib.config.game_speed='vfast';
_status.auto=true;
ui.auto.classList.add('glow');
}
game.chooseCharacter();
"step 4"
if(ui.coin){
_status.coinCoeff=get.coinCoeff([game.me.name]);
}
if(game.players.length==2){
game.showIdentity(true);
}
else{
for(var i=0;i
=3){
var skill;
switch(game.zhu.name){
case 'liubei':skill='jizhen';break;
case 'dongzhuo':skill='hengzheng';break;
case 'sunquan':skill='batu';break;
case 'sp_zhangjiao':skill='tiangong';break;
case 'liushan':skill='shengxi';break;
case 'sunce':skill='ciqiu';break;
case 'yuanshao':skill='geju';break;
case 're_caocao':skill='dangping';break;
case 'caopi':skill='junxing';break;
case 'liuxie':skill='moukui';break;
default:skill='tianming';break;
}
game.zhu.addSkill(skill);
game.zhu.storage.enhance_zhu=skill;
}
if(lib.storage.test){
if(typeof lib.storage.test=='string'){
if(Math.random()<0.5) game.me.next.init(lib.storage.test);
else game.me.init(lib.storage.test);
}
var str='';
for(var i=0;i';
}
}
lib.config.gameRecord.identity.str=str;
game.saveConfig('gameRecord',lib.config.gameRecord);
}
},
showIdentity:function(me){
for(var i=0;i0) return;
if(game.zhong){
game.zhong.identity='zhong';
}
if(lib.storage.test){
if(game.zhu.isAlive()){
console.log('主忠胜利');
}
else if(game.players[0].identity=='nei'&&game.players.length==1){
console.log('内奸胜利');
}
else{
console.log('反贼胜利');
}
}
game.showIdentity();
if(game.me.identity=='zhu'||game.me.identity=='zhong'){
if(game.zhu.classList.contains('dead')){
game.over(false);
}
else{
game.over(true);
}
}
else if(game.me.identity=='nei'){
if(game.players.length==1){
game.over(true);
}
else{
game.over(false);
}
}
else{
if((get.population('fan')+get.population('zhong')>0||get.population('nei')>1)&&
game.zhu.classList.contains('dead')){
game.over(true);
}
else{
game.over(false);
}
}
},
chooseCharacter:function(){
var next=game.createEvent('chooseCharacter',false);
next.showConfig=true;
next.addPlayer=function(player){
var list=lib.config.mode_config.identity.identity[game.players.length-3].slice(0);
var list2=lib.config.mode_config.identity.identity[game.players.length-2].slice(0);
for(var i=0;i4){
player.hp++;
player.maxHp++;
player.update();
}
}
else if(player.identity=='zhong'&&Math.random()<0.5){
var choice=0;
for(var i=0;i4){
game.me.hp++;
game.me.maxHp++;
game.me.update();
}
for(var i=0;i0){
for(var i=0;i0){
if(effect<1) c=0.5;
else c=1;
if(targets.length==1&&targets[0]==this);
else if(targets.length==1) this.ai.shown+=0.2*c;
else this.ai.shown+=0.1*c;
}
else if(effect<0&&this==game.me&&game.me.identity!='nei'){
if(targets.length==1&&targets[0]==this);
else if(targets.length==1) this.ai.shown-=0.2;
else this.ai.shown-=0.1;
}
}
if(this!=game.me) this.ai.shown*=2;
if(this.ai.shown>0.95) this.ai.shown=0.95;
if(this.ai.shown<-0.5) this.ai.shown=-0.5;
var marknow=(this!=game.me&&get.config('auto_mark_identity')&&this.ai.identity_mark!='finished');
if(true){
if(marknow&&_status.clickingidentity&&_status.clickingidentity[0]==this){
for(var i=0;i<_status.clickingidentity[1].length;i++){
_status.clickingidentity[1][i].delete();
_status.clickingidentity[1][i].style.transform='';
}
delete _status.clickingidentity;
}
if(!Array.isArray(targets)){
targets=[];
}
var effect=0,c,shown;
var zhu=game.zhu;
if(_status.mode=='zhong'&&!game.zhu.isZhu){
zhu=game.zhong;
}
if(targets.length==1&&targets[0]==this){
effect=0;
}
else if(this.identity!='nei'){
if(this.ai.shown>0){
if(this.identity=='fan'){
effect=-1;
}
else{
effect=1;
}
}
}
else if(targets.length>0){
for(var i=0;i0){
if(this.ai.identity_mark=='fan'){
if(marknow) this.setIdentity();
this.ai.identity_mark='finished';
}
else{
if(marknow) this.setIdentity('zhong');
this.ai.identity_mark='zhong';
}
}
else if(effect<0&&get.population('fan')>0){
if(this.ai.identity_mark=='zhong'){
if(marknow) this.setIdentity();
this.ai.identity_mark='finished';
}
else{
if(marknow) this.setIdentity('fan');
this.ai.identity_mark='fan';
}
}
}
else if(marknow){
if(effect>0&&this.identity!='fan'){
this.setIdentity('zhong');
this.ai.identity_mark='finished';
}
else if(effect<0&&this.identity=='fan'){
this.setIdentity('fan');
this.ai.identity_mark='finished';
}
}
}
},
}
},
ai:{
get:{
attitude:function(from,to){
var x=0,num=0,temp,i;
if(_status.ai.customAttitude){
for(i=0;i<_status.ai.customAttitude.length;i++){
temp=_status.ai.customAttitude[i](from,to);
if(temp!=undefined){
x+=temp;
num++;
}
}
}
if(num){
return x/num;
}
var difficulty=0;
if(to==game.me) difficulty=2-get.difficulty();
if(from==to||to.identityShown){
return ai.get.realAttitude(from,to)+difficulty*1.5;
}
else{
if(from.identity=='zhong'&&to.ai.shown==0&&from.ai.tempIgnore&&
!from.ai.tempIgnore.contains(to)){
for(var i=0;i1&&to.hp>fan.hp&&to.num('he')>fan.num('he')){
return -3;
}
}
return 0;
}
if(situation>1) return 0;
return Math.min(3,get.population('fan'));
case 'fan':
if(get.population('fan')==1&&get.population('nei')==1&&game.players.length==3){
var nei;
for(var i=0;i1&&nei.hp>to.hp&&nei.num('he')>to.num('he')){
return 0;
}
}
return -3;
}
return -4;
}
break;
case 'zhong':case 'mingzhong':
switch(identity2){
case 'zhu': return 10;
case 'zhong':case 'mingzhong': return 4;
case 'nei':
if(get.population('fan')==0) return -2;
if(zhongmode&&to.ai.sizhong&&to.ai.shown<1) return 6;
return Math.min(3,-situation);
case 'fan': return -8;
}
break;
case 'nei':
if(identity2=='zhu'&&game.players.length==2) return -10;
var strategy=get.aiStrategy();
if(strategy==4){
if(from==to) return 10;
return 0;
}
var num;
switch(identity2){
case 'zhu':
if(strategy==6) return -1;
if(strategy==5) return 10;
if(to.hp<=0) return 10;
if(get.population('fan')==1){
var fan;
for(var i=0;i1&&to.hp>fan.hp&&to.num('he')>fan.num('he')){
return -3;
}
}
return 0;
}
else{
if(situation>1||get.population('fan')==0) num=0;
else num=get.population('fan')+Math.max(0,3-game.zhu.hp);
}
if(strategy==2) num--;
if(strategy==3) num++;
return num;
case 'zhong':
if(strategy==5) return Math.min(0,-situation);
if(strategy==6) return Math.max(-1,-situation);
if(get.population('fan')==0) num=-5;
else if(situation<=0) num=0;
else if(game.zhu&&game.zhu.hp<2) num=0;
else if(game.zhu&&game.zhu.hp==2) num=-1;
else if(game.zhu&&game.zhu.hp<=2&&situation>1) num=-1;
else num=-2;
if(zhongmode&&situation<2){
num=4;
}
if(strategy==2) num--;
if(strategy==3) num++;
return num;
case 'mingzhong':
if(zhongmode){
if(from.ai.sizhong==undefined){
from.ai.sizhong=(Math.random()<0.5);
}
if(from.ai.sizhong) return 6;
}
if(strategy==5) return Math.min(0,-situation);
if(strategy==6) return Math.max(-1,-situation);
if(get.population('fan')==0) num=-5;
else if(situation<=0) num=0;
else num=-3;
if(strategy==2) num--;
if(strategy==3) num++;
return num;
case 'nei':
if(from==to) return 10;
if(from.ai.friend.contains(to)) return 5;
if(get.population('fan')+get.population('zhong')>0) return 0;
return -5;
case 'fan':
if(strategy==5) return Math.max(-1,situation);
if(strategy==6) return Math.min(0,situation);
if((game.zhu&&game.zhu.hp<=2&&situation<0)||situation<-1) num=-3;
else if(situation<0||get.population('zhong')+get.population('mingzhong')==0) num=-2;
else if((game.zhu&&game.zhu.hp>=4&&situation>0)||situation>1) num=1;
else num=0;
if(strategy==2) num++;
if(strategy==3) num--;
return num;
}
break;
case 'fan':
switch(identity2){
case 'zhu':
if(get.population('nei')>0){
if(situation==1) return -6;
if(situation>1) return -5;
}
return -8;
case 'zhong':
if(!zhongmode&&game.zhu.hp>=3&&to.hp==1){
return -10;
}
return -7;
case 'mingzhong':return -5;
case 'nei':
if(zhongmode&&to.ai.sizhong) return -7;
if(get.population('fan')==1) return 0;
if(get.population('zhong')+get.population('mingzhong')==0) return -7;
if(game.zhu&&game.zhu.hp<=2) return -1;
return Math.min(3,situation);
case 'fan': return 5;
}
}
},
situation:function(absolute){
var i,j,player;
var zhuzhong=0,total=0,zhu,fan=0;
for(i=0;i4){
php=4;
}
else if(php>6){
php=6;
}
j=player.get('h').length+player.get('e').length*1.5+php*2;
if(player.identity=='zhu'){
zhuzhong+=j*1.2+5;
total+=j*1.2+5;
zhu=j;
}
else if(player.identity=='zhong'||player.identity=='mingzhong'){
zhuzhong+=j*0.8+3;
total+=j*0.8+3;
}
else if(player.identity=='fan'){
zhuzhong-=j+4;
total+=j+4;
fan+=j+4;
}
}
if(absolute) return zhuzhong;
var result=parseInt(10*Math.abs(zhuzhong/total));
if(zhuzhong<0) result=-result;
if(!game.zhong){
if(zhu<12&&fan>30) result--;
if(zhu<6&&fan>15) result--;
if(zhu<4) result--;
}
return result;
},
population:function(identity){
return get.population(identity);
}
}
},
help:{
'身份模式':'选项
- 加强主公
反贼人数多于2时主公会额外增加一个技能(每个主公的额外技能固定,非常备主公增加天命)
'+
'明忠
- 本模式需要8名玩家进行游戏,使用的身份牌为:1主公、2忠臣、4反贼和1内奸。游戏开始时,每名玩家随机获得一个身份,由系统随机选择一名忠臣身份的玩家亮出身份(将忠臣牌正面朝上放在面前),其他身份(包括主公)的玩家不亮出身份。
- '+
'首先由亮出身份的忠臣玩家随机获得六张武将牌,挑选一名角色,并将选好的武将牌展示给其他玩家。之后其余每名玩家随机获得三张武将牌,各自从其中挑选一张同时亮出
- '+
'亮出身份牌的忠臣增加1点体力上限。角色濒死和死亡的结算及胜利条件与普通身份局相同。',
}
}