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