773 lines
23 KiB
JavaScript
773 lines
23 KiB
JavaScript
mode.infinity={
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game:{
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start:function(){
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var next=game.createEvent('load',false);
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next.content=function(){
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"step 0"
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game.import('identity');
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if(!lib.storage.version||lib.storage.version<0.833){
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localStorage.setItem(lib.config.mode,"{}");
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}
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"step 1"
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ui.create.arena();
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ui.auto.hide();
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ui.create.cards();
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game.finishCards();
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game.delay();
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"step 2"
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if(get.config('save_progress')&&lib.storage.saved) game.loadGame();
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else game.prepareGame();
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"step 3"
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event.trigger('gameStart');
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if(get.config('save_progress')&&lib.storage.saved){
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var card;
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for(var i=0;i<game.players.length;i++){
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for(var j=0;j<lib.storage.players[i].handcards.length;j++){
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card=get.cardPile(lib.storage.players[i].handcards[j]);
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if(get.itemtype(card)=='card'){
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if(lib.config.sort_card(card)>0) game.players[i].node.handcards1.appendChild(card);
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else game.players[i].node.handcards2.appendChild(card);
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}
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}
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for(var j=0;j<lib.storage.players[i].equips.length;j++){
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card=get.cardPile(lib.storage.players[i].equips[j]);
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if(get.itemtype(card)=='card'&&get.type(card)=='equip'){
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game.players[i].equip(card);
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}
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}
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for(var j=0;j<lib.storage.players[i].judges.length;j++){
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card=get.cardPile(lib.storage.players[i].judges[j]);
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if(get.itemtype(card)=='card'&&get.type(card)=='delay'){
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game.players[i].addJudge(card);
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}
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}
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if(lib.storage.players[i].linked) game.players[i].classList.add('linked');
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if(lib.storage.players[i].turnedover) game.players[i].classList.add('turnedover');
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if(lib.storage.players[i].out) game.players[i].classList.add('out');
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game.players[i].update();
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}
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event.trigger('gameStart');
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game.phaseLoop(game.players[lib.storage.player]);
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}
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else{
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event.trigger('gameStart');
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game.gameDraw(game.zhu);
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game.phaseLoop(game.zhu);
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}
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}
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},
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prepareGame:function(){
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var next=game.createEvent('prepareGame',false);
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next.content=function(){
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"step 0"
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_status.list=[];
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for(var i in lib.character){
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_status.list.push(i);
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}
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_status.list.remove('zuoci');
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_status.list.remove('caiwenji');
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var groupSort=function(name){
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if(lib.character[name][1]=='wei') return 0;
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if(lib.character[name][1]=='shu') return 1;
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if(lib.character[name][1]=='wu') return 2;
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if(lib.character[name][1]=='qun') return 3;
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}
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_status.list.sort(function(a,b){
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return groupSort(a)-groupSort(b);
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});
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var dialog=ui.create.dialog('选择角色',[_status.list,'character']);
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game.pause();
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for(var i=0;i<dialog.buttons.length;i++){
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dialog.buttons[i].classList.add('selectable');
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}
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event.custom.replace.button=function(button){
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_status.avatar=button.link;
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_status.list.remove(button.link);
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dialog.close();
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game.resume();
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}
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"step 1"
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ui.auto.show();
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ui.create.players(2);
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ui.create.me();
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ui.learned={};
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game.zhu=game.me;
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game.me.init(_status.avatar);
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game.me.setIdentity('zhu');
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game.me.identity='zhu';
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game.me.identityShown=true;
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game.me.jp=200;
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game.me.jpa=200;
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game.me.jpe=0;
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for(var i=0;i<game.me.skills.length;i++){
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game.me.modeSkills.add(game.me.skills[i]);
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}
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game.me.addSkill(['infinity_learn','infinity_penalty','infinity_jp','infinity_add','infinity_add2']);
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game.me.modeSkills.add('infinity_learn','infinity_penalty','infinity_jp','infinity_add','infinity_add2');
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for(var i in lib.player){
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for(var j in lib.player[i]){
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if(!lib.skill[j]||game.me.modeSkills.contains(j)) delete lib.player[i][j];
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}
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}
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game.me.learned={
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initiative:['无'],
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trigger:['无'],
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lock:['无'],
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limited:['无'],
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};
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game.me.learned1='无';
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game.me.learned2='无';
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game.me.learned3='无';
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game.me.learned4='无';
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game.me.learned5='无';
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game.me.learned6='无';
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game.me.learned7='无';
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game.players[1].init(_status.list.randomGet());
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_status.list.remove(game.players[1].name);
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game.players[1].setIdentity('fan');
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game.players[1].identity='fan';
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game.players[1].identityShown=true;
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}
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},
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loadGame:function(){
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var next=game.createEvent('prepareGame',false);
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next.content=function(){
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"step 0"
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_status.list=[];
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for(var i in lib.character){
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_status.list.push(i);
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}
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_status.list.remove('zuoci');
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_status.list.remove('caiwenji');
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for(var i=0;i<lib.storage.players.length;i++){
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_status.list.remove(lib.storage.players[i].name);
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_status.list.remove(lib.storage.players[i].name2);
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}
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"step 1"
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ui.auto.show();
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ui.create.players(lib.storage.players.length);
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ui.create.me();
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ui.learned={};
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game.zhu=game.me;
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for(var i=0;i<lib.storage.players.length;i++){
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game.players[i].init(lib.storage.players[i].name,lib.storage.players[i].name2);
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game.players[i].identity=lib.storage.players[i].identity;
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game.players[i].setIdentity();
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game.players[i].identityShown=true;
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_status.list.remove(game.players[i].name);
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_status.list.remove(game.players[i].name2);
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game.players[i].hp=lib.storage.players[i].hp;
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game.players[i].maxHp=lib.storage.players[i].maxHp;
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game.players[i].update();
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if(lib.storage.players[i].linked) game.players[i].classList.add('linked');
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if(lib.storage.players[i].turnedover) game.players[i].classList.add('turnedover');
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if(lib.storage.players[i].out) game.players[i].classList.add('out');
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for(var j in lib.storage.players[i].storage){
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game.players[i].storage[j]=lib.storage.players[i].storage[j];
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}
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}
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for(var i=0;i<game.me.skills.length;i++){
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game.me.modeSkills.add(game.me.skills[i]);
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}
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game.me.addSkill(['infinity_learn','infinity_penalty','infinity_jp','infinity_add','infinity_add2']);
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game.me.modeSkills.add('infinity_learn','infinity_penalty','infinity_jp','infinity_add','infinity_add2');
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for(var i in lib.player){
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for(var j in lib.player[i]){
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if(!lib.skill[j]||game.me.modeSkills.contains(j)) delete lib.player[i][j];
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}
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}
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game.me.jp=lib.storage.jp;
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game.me.jpa=lib.storage.jpa;
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game.me.jpe=lib.storage.jpe;
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game.me.learned=lib.storage.learned;
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game.me.learned1=lib.storage.learned1;
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game.me.learned2=lib.storage.learned2;
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game.me.learned3=lib.storage.learned3;
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game.me.learned4=lib.storage.learned4;
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game.me.learned5=lib.storage.learned5;
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game.me.learned6=lib.storage.learned6;
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game.me.learned7=lib.storage.learned7;
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if(game.me.learned1!='无') game.me.addSkill(game.me.learned1);
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if(game.me.learned2!='无') game.me.addSkill(game.me.learned2);
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if(game.me.learned3!='无') game.me.addSkill(game.me.learned3);
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if(game.me.learned4!='无') game.me.addSkill(game.me.learned4);
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if(game.me.learned5!='无') game.me.addSkill(game.me.learned5);
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if(game.me.learned6!='无') game.me.addSkill(game.me.learned6);
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if(game.me.learned7!='无') game.me.addSkill(game.me.learned7);
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}
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},
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saveProgress:function(current){
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var players=[];
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var player=game.me;
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var handcards,equips,judges,cards,storage;
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var count=0;
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do{
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handcards=[];equips=[];judges=[];
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cards=player.get('h');
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for(var i=0;i<cards.length;i++){
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handcards.push(cards[i].name);
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}
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cards=player.get('e');
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for(var i=0;i<cards.length;i++){
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equips.push(cards[i].name);
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}
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cards=player.get('j');
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for(var i=0;i<cards.length;i++){
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judges.push(cards[i].name);
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}
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storage={};
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for(var i in player.storage){
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if(typeof player.storage[i]!='object') storage[i]=player.storage[i];
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}
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players.push({
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name:player.name,
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name2:player.name2,
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handcards:handcards,
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equips:equips,
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judges:judges,
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hp:player.hp,
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maxHp:player.maxHp,
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identity:player.identity,
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linked:player.isLinked(),
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turnedover:player.isTurnedOver(),
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out:player.isOut(),
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storage:storage,
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});
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player=player.next;
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if(count++>20) {alert('!!!');break;}
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}
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while(player!=game.me);
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game.save('player',current.dataset.position);
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game.save('players',players);
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game.save('jpa',game.me.jpa);
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game.save('jpe',game.me.jpe);
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game.save('jp',game.me.jp);
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game.save('learned',game.me.learned);
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game.save('learned1',game.me.learned1);
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game.save('learned2',game.me.learned2);
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game.save('learned3',game.me.learned3);
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game.save('learned4',game.me.learned4);
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game.save('learned5',game.me.learned5);
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game.save('learned6',game.me.learned6);
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game.save('learned7',game.me.learned7);
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game.save('saved',true);
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},
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clearProgress:function(){
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localStorage.setItem(lib.config.mode,"{}");
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lib.storage={};
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},
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onOver:function(){
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ui.create.control('继续',function(){
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while(ui.dialogs.length) ui.dialogs[0].close();
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while(ui.controls.length) ui.controls[0].close();
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_status.over=false;
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if(game.me.isDead()){
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game.me.revive(game.me.maxHp);
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game.me.draw(4);
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}
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else{
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var player=game.addPlayer();
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player.init(_status.list.randomGet());
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_status.list.remove(player.name);
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if(Math.random()<get.difficulty()/6){
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player.init(player.name,_status.list.randomGet());
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_status.list.remove(player.name2);
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}
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player.setIdentity('fan');
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player.identity='fan';
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player.identityShown=true;
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player.draw(get.difficulty());
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}
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game.loop();
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});
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}
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},
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player:{
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initiative:{
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huoji:100,
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luanji:100,
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fanjian:150,
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duanliang:160,
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lianhuan:160,
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qiangxi:200,
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jiuchi:200,
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longdan:200,
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wusheng:250,
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zhijian:250,
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lijian:300,
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dimeng:300,
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quhu:300,
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qixi:300,
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longhun:300,
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guose:350,
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lijian:350,
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rende:400,
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kanpo:450,
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tianyi:450,
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tiaoxin:450,
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qingguo:500,
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gongxin:500,
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jieyin:800,
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kurou:1000,
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zhiheng:2000,
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},
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trigger:{
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shuangxiong:100,
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jushou:100,
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tiandu:150,
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fangzhu:150,
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jianxiong:150,
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ganglie:150,
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mengjin:200,
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tieji:200,
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yinghun:200,
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lieren:200,
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tianxiang:200,
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fankui:250,
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shensu:250,
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guanxing:250,
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haoshi:250,
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luoyi:300,
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liegong:300,
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yingzi:300,
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jieming:300,
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fangquan:300,
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zaiqi:300,
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luoshen:300,
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xingshang:300,
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tuxi:300,
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biyue:350,
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yiji:350,
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guzheng:350,
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buqu:350,
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jiang:350,
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beige:400,
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guicai:400,
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shelie:500,
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liuli:500,
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lianying:500,
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leiji:500,
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guidao:600,
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jizhi:600,
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xiaoji:1200,
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},
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lock:{
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huoshou:50,
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juxiang:70,
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roulin:100,
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jiuyuan:100,
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hongyan:150,
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wushuang:200,
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bazhen:300,
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mashu:300,
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xiangle:300,
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qicai:300,
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kongcheng:300,
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keji:400,
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xueyi:500,
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weimu:600,
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qianxun:650,
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wansha:800,
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kuanggu:800,
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juejing:1000,
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// paoxiao:1600,
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},
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limited:{
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niepan:1000,
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luanwu:1000,
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},
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},
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element:{
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player:{
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dieAfter:function(source){
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if(this!=game.me){
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if(_status.list.learned<10){
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_status.list=[];
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for(var i in lib.character){
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_status.list.push(i);
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}
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_status.list.remove('zuoci');
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_status.list.remove('caiwenji');
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_status.list.remove(game.me.name);
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}
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if(Math.random()<get.difficulty()/6&&game.players.length+game.dead.length>2&&get.population('fan')>0){
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game.removePlayer(this);
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}
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else if(game.players.length+game.dead.length>2&&this.identity!='fan'&&get.population('fan')>0){
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game.removePlayer(this);
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}
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else{
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var player=game.replacePlayer(this,_status.list.randomGet());
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player.draw(get.difficulty());
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player.identity='fan';
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player.identityShown=true;
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player.setIdentity();
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_status.list.remove(player.name);
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}
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}
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if(this.identity=='zhong'&&source==game.me) game.me.discard(game.me.get('h'));
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if(source&&this.identity=='fan'){
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if(source.identity=='fan') source.draw(get.difficulty());
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else source.draw(4-get.difficulty());
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}
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game.checkResult();
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}
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}
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},
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skill:{
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infinity_learn:{
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trigger:{player:'phaseBefore'},
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forced:true,
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popup:false,
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priority:20,
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filter:function(){
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return !_status.auto;
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},
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content:function(){
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"step 0"
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if(_status.auto) return;
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var dialog=ui.create.dialog(),i,j;
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var addJpe=function(){
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game.me.jpe=0;
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var link,skills=[];
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for(var i=0;i<10;i++){
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if(i==2||i==5||i==8) continue;
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link=dialog.content.childNodes[i].querySelector('.toggle').link;
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if(link!='无') skills.push(link);
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}
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var skills2={};
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for(var i in lib.player){
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for(var j in lib.player[i]){
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skills2[j]=lib.player[i][j];
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}
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}
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for(var i=0;i<skills.length;i++){
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game.me.jpe+=skills2[skills[i]];
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}
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ui.jpe.innerHTML=game.me.jpe;
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};
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dialog.add(ui.create.switcher('initiative1',game.me.learned.initiative,game.me.learned1,addJpe));
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dialog.add(ui.create.switcher('initiative2',game.me.learned.initiative,game.me.learned2,addJpe));
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dialog.add(ui.create.div('.placeholder'));
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dialog.add(ui.create.switcher('trigger1',game.me.learned.trigger,game.me.learned3,addJpe));
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dialog.add(ui.create.switcher('trigger2',game.me.learned.trigger,game.me.learned4,addJpe));
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dialog.add(ui.create.div('.placeholder'));
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dialog.add(ui.create.switcher('lock1',game.me.learned.lock,game.me.learned5,addJpe));
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dialog.add(ui.create.switcher('lock2',game.me.learned.lock,game.me.learned6,addJpe));
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dialog.add(ui.create.div('.placeholder'));
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dialog.add(ui.create.switcher('limited',game.me.learned.limited,game.me.learned7,addJpe));
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dialog.add(ui.create.div('.placeholder'));
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for(j in lib.player){
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(function(j){
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for(i in lib.player[j]){
|
|
var node=ui.create.line(get.translation(i),player.learned[j].contains(i)?'已学习':lib.player[j][i],
|
|
function(){
|
|
var toggle=this.parentNode.querySelector('.toggle');
|
|
if(toggle.classList.contains('toggle')){
|
|
var that=toggle.parentNode;
|
|
if(toggle.innerHTML=='已学习') return;
|
|
var num=parseInt(toggle.innerHTML);
|
|
if(num>game.me.jp){
|
|
if(that.node2) return;
|
|
that.node2=ui.create.div('.toggle',that).animate('start');
|
|
that.node2.innerHTML='点数不足';
|
|
that.node2.style.right='56px';
|
|
setTimeout(function(){
|
|
that.node2.delete();
|
|
delete that.node2;
|
|
},1000);
|
|
return;
|
|
}
|
|
toggle.innerHTML='已学习';
|
|
game.me.jp-=num;
|
|
game.me.learned[j].push(toggle.skill);
|
|
ui.jp.innerHTML=game.me.jp;
|
|
}
|
|
});
|
|
node.childNodes[1].skill=i;
|
|
ui.learned[i]=node;
|
|
dialog.add(node);
|
|
}
|
|
}(j))
|
|
dialog.add(ui.create.div('.placeholder'));
|
|
}
|
|
dialog.add(ui.create.line('摸两张牌',100,function(){
|
|
var node=this.parentNode;
|
|
if(node.clicked) return;
|
|
if(game.me.jp<100){
|
|
if(node.node2) return;
|
|
node.node2=ui.create.div('.toggle',node).animate('start');
|
|
node.node2.innerHTML='点数不足';
|
|
node.node2.style.right='56px';
|
|
setTimeout(function(){
|
|
node.node2.delete();
|
|
delete node.node2;
|
|
},1000);
|
|
return;
|
|
}
|
|
node.clicked=true;
|
|
node.querySelector('.toggle').innerHTML='已选择'
|
|
game.me.jpa-=100;
|
|
game.me.jp-=100;
|
|
ui.jp.innerHTML=game.me.jp;
|
|
ui.jpa.innerHTML=game.me.jpa;
|
|
game.me.draw(2);
|
|
}));
|
|
dialog.add(ui.create.line('回复体力',100,function(){
|
|
var node=this.parentNode;
|
|
if(node.clicked) return;
|
|
if(game.me.jp<100){
|
|
if(node.node2) return;
|
|
node.node2=ui.create.div('.toggle',node).animate('start');
|
|
node.node2.innerHTML='点数不足';
|
|
node.node2.style.right='56px';
|
|
setTimeout(function(){
|
|
node.node2.delete();
|
|
delete node.node2;
|
|
},1000);
|
|
return;
|
|
}
|
|
node.clicked=true;
|
|
node.querySelector('.toggle').innerHTML='已选择'
|
|
game.me.jpa-=100;
|
|
game.me.jp-=100;
|
|
ui.jp.innerHTML=game.me.jp;
|
|
ui.jpa.innerHTML=game.me.jpa;
|
|
game.me.recover();
|
|
}));
|
|
if(game.me.maxHp<5){
|
|
dialog.add(ui.create.line('体力上限',1000,function(){
|
|
var node=this.parentNode;
|
|
if(node.clicked) return;
|
|
if(game.me.jp<1000){
|
|
if(node.node2) return;
|
|
node.node2=ui.create.div('.toggle',node).animate('start');
|
|
node.node2.innerHTML='点数不足';
|
|
node.node2.style.right='56px';
|
|
setTimeout(function(){
|
|
node.node2.delete();
|
|
delete node.node2;
|
|
},1000);
|
|
return;
|
|
}
|
|
node.clicked=true;
|
|
node.querySelector('.toggle').innerHTML='已选择'
|
|
game.me.jpa-=1000;
|
|
game.me.jp-=1000;
|
|
ui.jp.innerHTML=game.me.jp;
|
|
ui.jpa.innerHTML=game.me.jpa;
|
|
game.me.maxHp++;
|
|
game.me.update();
|
|
}));
|
|
}
|
|
dialog.add(ui.create.div('.placeholder'));
|
|
dialog.add(ui.create.line('重置技能',function(){
|
|
var i,j;
|
|
for(i in lib.player){
|
|
while(game.me.learned[i].length>1){
|
|
j=game.me.learned[i].pop();
|
|
ui.learned[j].childNodes[1].innerHTML=lib.player[i][j];
|
|
}
|
|
}
|
|
game.me.jpa=Math.ceil(0.9*game.me.jpa);
|
|
game.me.jp=game.me.jpa;
|
|
game.me.jpe=0;
|
|
for(i=0;i<10;i++){
|
|
if(i==2||i==5||i==8) continue;
|
|
dialog.content.childNodes[i].querySelector('.toggle').innerHTML='无';
|
|
dialog.content.childNodes[i].querySelector('.toggle').link='无';
|
|
}
|
|
ui.jp.innerHTML=game.me.jp;
|
|
ui.jpa.innerHTML=game.me.jpa;
|
|
ui.jpe.innerHTML=0;
|
|
}));
|
|
var jp=ui.create.line('剩余点数',game.me.jp);
|
|
ui.jp=jp.childNodes[1];
|
|
dialog.add(jp);
|
|
var jpe=ui.create.line('装备技能',game.me.jpe);
|
|
ui.jpe=jpe.childNodes[1];
|
|
dialog.add(jpe);
|
|
var jpa=ui.create.line('技能点数',game.me.jpa);
|
|
ui.jpa=jpa.childNodes[1];
|
|
dialog.add(jpa);
|
|
var control=ui.create.control('完成',function(){
|
|
game.me.clearSkills();
|
|
var link;
|
|
for(var i=0;i<10;i++){
|
|
if(i==2||i==5||i==8) continue;
|
|
link=dialog.content.childNodes[i].querySelector('.toggle').link;
|
|
switch(dialog.content.childNodes[i].firstChild.innerHTML){
|
|
case '主动技能一':game.me.learned1=link;break;
|
|
case '主动技能二':game.me.learned2=link;break;
|
|
case '被动技能一':game.me.learned3=link;break;
|
|
case '被动技能二':game.me.learned4=link;break;
|
|
case '锁定技能一':game.me.learned5=link;break;
|
|
case '锁定技能二':game.me.learned6=link;break;
|
|
case '限定技':game.me.learned7=link;break;
|
|
}
|
|
if(link!='无') game.me.addSkill(link);
|
|
}
|
|
control.close();
|
|
dialog.close();
|
|
event.finish();
|
|
game.resume();
|
|
})
|
|
game.pause();
|
|
"step 1"
|
|
while(ui.dialogs.length){
|
|
ui.dialogs[0].close();
|
|
}
|
|
while(ui.controls.length){
|
|
ui.controls[0].close();
|
|
}
|
|
}
|
|
},
|
|
infinity_jp:{
|
|
init:function(){
|
|
game.me.storage.infinity_jp=true;
|
|
},
|
|
group:['jp_damage','jp_kill','jp_use','jp_skill'],
|
|
intro:{
|
|
content:function(intro,player){
|
|
return '技能点数:'+player.jp+'/'+player.jpa;
|
|
}
|
|
}
|
|
},
|
|
infinity_add:{
|
|
trigger:{player:'phaseAfter'},
|
|
forced:true,
|
|
popup:false,
|
|
filter:function(){
|
|
return game.players.length<8;
|
|
},
|
|
content:function(){
|
|
var position,player;
|
|
var num=get.population('zhong')+1+Math.min(3,Math.floor(game.me.jpa/1000))-get.population('fan');
|
|
if(get.population('zhong')>1) num--;
|
|
if(num>0&&Math.random()<get.difficulty()/3){
|
|
player=game.addPlayer();
|
|
player.init(_status.list.randomGet());
|
|
_status.list.remove(player.name);
|
|
if(Math.random()<get.difficulty()/6){
|
|
player.init(player.name,_status.list.randomGet());
|
|
_status.list.remove(player.name2);
|
|
}
|
|
player.setIdentity('fan');
|
|
player.identity='fan';
|
|
player.identityShown=true;
|
|
player.draw(get.difficulty());
|
|
}
|
|
else if(num<0&&Math.random()<1/get.difficulty()){
|
|
player=game.addPlayer();
|
|
player.init(_status.list.randomGet());
|
|
_status.list.remove(player.name);
|
|
if(Math.random()<0.5/get.difficulty()){
|
|
player.init(player.name,_status.list.randomGet());
|
|
_status.list.remove(player.name2);
|
|
}
|
|
player.setIdentity('zhong');
|
|
player.identity='zhong';
|
|
player.identityShown=true;
|
|
player.draw(4-get.difficulty());
|
|
}
|
|
else if(Math.random()<0.2/(get.population('nei')+1)&&get.population('nei')<2){
|
|
player=game.addPlayer();
|
|
player.init(_status.list.randomGet());
|
|
_status.list.remove(player.name);
|
|
player.setIdentity('nei');
|
|
player.identity='nei';
|
|
player.identityShown=true;
|
|
player.draw(2);
|
|
}
|
|
}
|
|
},
|
|
infinity_penalty:{
|
|
trigger:{player:'phaseEnd'},
|
|
forced:true,
|
|
popup:false,
|
|
content:function(){
|
|
var n=Math.floor(player.jpe*get.difficulty()/50);
|
|
if(player.jp<n){
|
|
game.me.popup('技能点数 -'+player.jp);
|
|
game.log(get.translation(game.me)+'扣减了'+player.jp+'点技能点数');
|
|
player.jpa-=player.jp;
|
|
player.jp=0;
|
|
}
|
|
else{
|
|
game.me.popup('技能点数 -'+n);
|
|
game.log(get.translation(game.me)+'扣减了'+n+'点技能点数');
|
|
player.jp-=n;
|
|
player.jpa-=n;
|
|
}
|
|
}
|
|
},
|
|
jp_damage:{
|
|
trigger:{source:'damageAfter'},
|
|
forced:true,
|
|
popup:false,
|
|
content:function(){
|
|
player.jp+=Math.floor(trigger.num*30*(1.5-get.difficulty()/6));
|
|
player.jpa+=Math.floor(trigger.num*30*(1.5-get.difficulty()/6));
|
|
game.log(get.translation(game.me)+'获得了'+Math.floor(trigger.num*30*(1.5-get.difficulty()/6))+'点技能点数');
|
|
}
|
|
},
|
|
jp_kill:{
|
|
trigger:{source:'dieAfter'},
|
|
forced:true,
|
|
popup:false,
|
|
content:function(){
|
|
player.jp+=Math.floor(100*(1.5-get.difficulty()/6));
|
|
player.jpa+=Math.floor(100*(1.5-get.difficulty()/6));
|
|
game.log(get.translation(game.me)+'获得了'+Math.floor(100*(1.5-get.difficulty()/6))+'点技能点数');
|
|
game.me.draw(4-get.difficulty());
|
|
}
|
|
},
|
|
jp_use:{
|
|
trigger:{player:'useCardAfter'},
|
|
forced:true,
|
|
popup:false,
|
|
content:function(){
|
|
player.jp+=Math.floor(10*(1.5-get.difficulty()/6));
|
|
player.jpa+=Math.floor(10*(1.5-get.difficulty()/6));
|
|
game.log(get.translation(game.me)+'获得了'+Math.floor(10*(1.5-get.difficulty()/6))+'点技能点数');
|
|
}
|
|
},
|
|
jp_skill:{
|
|
trigger:{player:'useSkillAfter'},
|
|
forced:true,
|
|
popup:false,
|
|
content:function(){
|
|
player.jp+=Math.floor(20*(1.5-get.difficulty()/6));
|
|
player.jpa+=Math.floor(20*(1.5-get.difficulty()/6));
|
|
game.log(get.translation(game.me)+'获得了'+Math.floor(20*(1.5-get.difficulty()/6))+'点技能点数');
|
|
}
|
|
},
|
|
},
|
|
translate:{
|
|
fan:'敌',
|
|
zhu:'将',
|
|
zhong:'友',
|
|
nei:'中',
|
|
initiative1_config:'主动技能一',
|
|
initiative2_config:'主动技能二',
|
|
trigger1_config:'被动技能一',
|
|
trigger2_config:'被动技能二',
|
|
lock1_config:'锁定技能一',
|
|
lock2_config:'锁定技能二',
|
|
limited_config:'限定技',
|
|
infinity_jp:'技能',
|
|
},
|
|
config:{
|
|
difficulty:true,
|
|
player_number:false,
|
|
double_character:false,
|
|
change_choice:false,
|
|
free_choose:false,
|
|
change_identity:false,
|
|
swap:false,
|
|
save_progress:true,
|
|
ai_identity:false,
|
|
revive:false,
|
|
}
|
|
}
|