noname/extension/weather/extension.js

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9.3 KiB
JavaScript
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'use strict';
play.weather={
arenaReady:function(){
if(_status.video||_status.connectMode) return;
_status.weatherchance=parseFloat(lib.config.weather_chance_playpackconfig)||0;
ui.weather=ui.create.system('',null,true);
lib.setPopped(ui.weather,function(){
var uiintro=ui.create.dialog('hidden');
var weatherinfo=get.translation('_weather_'+_status.weather+'_info');
var chancestr=parseInt(_status.weatherchance*100)+'%';
weatherinfo=weatherinfo.replace(/&weather&/,chancestr);
uiintro.add(get.translation('_weather_'+_status.weather));
if(weatherinfo.length<=0){
uiintro.add('<div class="text center">'+weatherinfo+'</div>');
}
else{
uiintro.add('<div class="text center">'+weatherinfo+'</div>');
}
uiintro.add(ui.create.div('.placeholder.slim'));
return uiintro;
},220);
game.changeWeather();
},
skill:{
_weatherchange:{
trigger:{player:'phaseAfter'},
filter:function(){
return ui.weather?true:false;
},
priority:-1,
forced:true,
content:function(){
_status.weatherlife--;
if(_status.weatherlife<=0){
game.changeWeather();
}
}
},
_weather_yu:{
trigger:{player:'phaseAfter'},
forced:true,
filter:function(event,player){
if(_status.weather!='yu') return false;
if(Math.random()>_status.weatherchance) return false;
for(var i=0;i<game.players.length;i++){
if(game.players[i].num('j','hongshui')) return false;
}
return true;
},
content:function(){
player.addJudge(game.createCard('hongshui','black'));
player.popup('雨');
game.log('暴雨引发了洪水');
}
},
_weather_lei:{
trigger:{player:'phaseAfter'},
forced:true,
filter:function(event,player){
if(_status.weather!='lei') return false;
if(Math.random()>_status.weatherchance) return false;
for(var i=0;i<game.players.length;i++){
if(game.players[i].num('j','shandian')) return false;
}
return true;
},
content:function(){
player.addJudge(game.createCard('shandian'));
player.popup('雷');
game.log('打雷了');
}
},
_weather_shuang:{
trigger:{player:'damageBegin'},
forced:true,
filter:function(event,player){
if(_status.weather!='shuang') return false;
if(Math.random()>_status.weatherchance) return false;
if(event.nature!='fire') return false;
return true;
},
content:function(){
trigger.num--;
player.popup('霜');
game.log('由于温度过低火焰伤害减弱');
}
},
_weather_wu:{
trigger:{target:'useCardToBefore'},
forced:true,
filter:function(event,player){
if(_status.weather!='wu') return false;
if(Math.random()>_status.weatherchance) return false;
if(event.card.name!='sha') return false;
return true;
},
content:function(){
trigger.untrigger();
trigger.finish();
player.popup('雾');
game.log('大雾使',player,'躲避了杀');
}
},
_weather_bao:{
trigger:{player:'phaseEnd'},
forced:true,
popup:false,
filter:function(){
if(_status.weather!='bao') return false;
if(Math.random()>_status.weatherchance) return false;
return true;
},
content:function(){
player.damage('nosource');
player.popup('雹');
game.log(player,'被冰雹砸中');
}
},
_weather_feng:{
trigger:{player:'damageEnd'},
forced:true,
filter:function(event,player){
if(_status.weather!='feng') return false;
if(event.nature!='fire') return false;
if(Math.random()>_status.weatherchance) return false;
return true;
},
popup:false,
content:function(){
'step 0'
var list=[];
for(var i=0;i<game.players.length;i++){
if(game.players[i]!=player&&get.distance(player,game.players[i])<=1){
list.push(game.players[i]);
}
}
if(list.length){
var target=list.randomGet();
event.target=target;
game.delay();
}
else{
event.finish();
}
'step 1'
if(event.target){
var target=event.target;
game.delay();
target.damage('fire',trigger.source||'nosource');
target.popup('风');
game.log('大风使',target,'受到波及');
}
}
},
_weather_xue:{
trigger:{player:'phaseAfter'},
forced:true,
popup:false,
filter:function(){
if(_status.weather!='xue') return false;
if(Math.random()>_status.weatherchance) return false;
if(lib.config.mode!='chess') return false;
return true;
},
content:function(){
var list=[];
if(player.movable(-1,0)) list.push('moveLeft');
if(player.movable(1,0)) list.push('moveRight');
if(player.movable(0,-1)) list.push('moveUp');
if(player.movable(0,1)) list.push('moveDown');
if(list.length){
player.popup('雪');
game.log('由于地滑,',player,'发生移动');
player[list.randomGet()]();
}
}
}
},
game:{
changeWeather:function(){
var life;
if(_status.weather=='qing'||Math.random()<parseFloat(lib.config.weather_noqing_playpackconfig)){
var weathers=['yu','shuang','bao','wu','xue','feng','lei'];
if(lib.config.mode!='chess'){
weathers.remove('xue');
}
_status.weather=weathers.randomGet();
life=JSON.parse(lib.config.weather_duration_playpackconfig);
}
else{
_status.weather='qing';
life=JSON.parse(lib.config.weather_qingduration_playpackconfig);
}
_status.weatherlife=life[0]+Math.floor(Math.random()*life[1]);
ui.weather.innerHTML=lib.translate['_weather_'+_status.weather];
}
},
weatherAnimation:{
},
translate:{
_weather_qing:'晴',
_weather_qing_info:'没有任何事情发生',
_weather_yu:'雨',
_weather_yu_info:'在一名角色的回合结束后,若场上没有洪水,有&weather&的机率将一张洪水置于其判定区',
_weather_shuang:'霜',
_weather_shuang_info:'每当一名角色受到火焰伤害,有&weather&的机率令此伤害-1',
_weather_wu:'雾',
_weather_wu_info:'所有角色使用的杀有&weather&的机率失效',
_weather_bao:'雹',
_weather_bao_info:'每名角色在回合结束后有&weather&的机率受到一点伤害',
_weather_xue:'雪',
_weather_xue_info:'每名角色在回合结束后有&weather&的机率随机移动1格',
_weather_feng:'风',
_weather_feng_info:'当一名角色受到火焰伤害后,有&weather&的机率令距离其1以内的一名随机角色受到一点火焰伤害',
_weather_lei:'雷',
_weather_lei_info:'在一名角色的回合结束后,若场上没有闪电,有&weather&的机率将一张闪电置于其判定区',
},
help:{
'天气变化':'<ul><li>晴<br>没有任何事情发生<li>雨<br>在一名角色的回合结束后,若场上没有洪水,有一定机率将一张洪水置于其判定区'+
'<li>霜<br>每当一名角色受到火焰伤害,有一定机率令此伤害-1'+
'<li>雾<br>所有角色使用的杀有一定机率失效'+
'<li>雹<br>每名角色在回合结束后有一定机率受到一点伤害'+
'<li>雪<br>战棋模式每名角色在回合结束后有一定机率随机移动1格'+
'<li>风<br>当一名角色受到火焰伤害后有一定机率令距离其1以内的一名随机角色受到一点火焰伤害'+
'<li>雷<br>在一名角色的回合结束后,若场上没有闪电,有一定机率将一张闪电置于其判定区'
}
};