'use strict'; mode.identity={ start:function(){ "step 0" if(!lib.config.new_tutorial){ ui.arena.classList.add('only_dialog'); } _status.mode=get.config('identity_mode'); if(lib.config.connectMode){ game.createServer(); for(var i in lib.mode.identity.config){ if(lib.mode.identity.config[i].connect){ lib.configOL[i]=get.config(i); } } if(_status.mode=='zhong'){ lib.configOL.number=8; } else{ lib.configOL.number=lib.configOL.player_number; } lib.configOL.characterPack=['standard']; lib.configOL.cardPack=['standard']; lib.configOL.mode='identity'; for(var i=0;i跳过后,你可以在选项-其它中重置新手向导'); ui.auto.hide(); ui.create.control('跳过向导',function(){ clear(); clear2(); game.resume(); }); ui.create.control('继续',step2); } var step2=function(){ if(lib.config.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'); } if(_status.connectMode){ game.waitForPlayer(); } "step 4" if(_status.connectMode){ game.prepareArena(); var list=[]; 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。', } }