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https://github.com/unanmed/HumanBreak.git
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feat: 杂项
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2a6a1d6cfe
commit
3913229e52
@ -428,17 +428,18 @@ var functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a = {
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core.events.checkLvUp();
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const getHeroStatusOn = Mota.require('fn', 'getHeroStatusOn');
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const { has } = Mota.Plugin.require('utils_g');
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// 检查HP上限
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if (core.flags.statusBarItems.indexOf('enableHPMax') >= 0) {
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core.setStatus(
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'hp',
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Math.min(getHeroStatusOn('hpmax'), core.getStatus('hp'))
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);
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const hpmax = getHeroStatusOn('hpmax');
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if (core.status.hero.hp > hpmax) {
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core.status.hero.hp = hpmax;
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}
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}
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// 设置生命上限、生命值、攻防护盾金币和经验值
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var statusList = [
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const statusList = [
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'hpmax',
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'hp',
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'mana',
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@ -448,29 +449,26 @@ var functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a = {
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'money',
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'exp'
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];
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statusList.forEach(function (item) {
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statusList.forEach(item => {
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// 向下取整
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core.status.hero[item] = Math.floor(core.status.hero[item]);
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});
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// 设置魔力值; status:manamax 只有在非负时才生效。
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if (
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core.status.hero.manamax != null &&
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core.getRealStatus('manamax') >= 0
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) {
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core.status.hero.mana = Math.min(
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core.status.hero.mana,
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core.getRealStatus('manamax')
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);
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if (has(core.status.hero.manamax)) {
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const manamax = getHeroStatusOn('manamax');
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if (manamax >= 0 && getHeroStatusOn('mana') > manamax) {
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core.status.hero.mana = manamax;
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}
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}
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// 难度
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if (core.statusBar.hard.innerText != core.status.hard) {
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if (core.statusBar.hard.innerText !== core.status.hard) {
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core.statusBar.hard.innerText = core.status.hard;
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}
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var hardColor = core.getFlag('__hardColor__');
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if (hardColor == null) core.statusBar.hard.innerText = '';
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if (core.statusBar.hard.getAttribute('_style') != hardColor) {
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const hardColor = core.getFlag('__hardColor__');
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if (!has(hardColor)) core.statusBar.hard.innerText = '';
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if (core.statusBar.hard.getAttribute('_style') !== hardColor) {
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core.statusBar.hard.style.color = hardColor;
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core.statusBar.hard.setAttribute('_style', hardColor);
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}
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@ -1312,5 +1312,51 @@ var plugins_bb40132b_638b_4a9f_b028_d3fe47acc8d1 = {
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core.insertAction(actions);
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}
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});
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},
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misc: function () {
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// 把一些杂项放在这了
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const { loading } = Mota.requireAll('var');
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Mota.r(() => {
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// 楼层滤镜配置
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loading.once('coreInit', () => {
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const { filterMap } = Mota.Plugin.require('gameCanvas_r');
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// 楼层滤镜是一系列数组,数组第一项是一个数组,表示所有使用这个滤镜的楼层,第二项是滤镜内容
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filterMap.push(
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[
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['sample0', 'sample1', 'sample2'], // 楼层列表
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'brightness(120%)' // 滤镜内容
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],
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[['MT0'], 'contrast(120%)']
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);
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});
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// 点光源配置,参考插件库点光源插件的配置方式
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loading.once('coreInit', () => {
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const { shadowInfo, backgroundInfo, blurInfo, immersionInfo } =
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Mota.Plugin.require('gameShadow_r');
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const { pColor } = Mota.require('module', 'RenderUtils');
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// 光源信息
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shadowInfo.MT0 = [
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{
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id: 'mt0_1',
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x: 144,
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y: 144,
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decay: 20,
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r: 150,
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color: pColor('#e953'),
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noShelter: true
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}
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];
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// 背景色
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backgroundInfo.MT0 = pColor('#0006');
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// 虚化程度
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blurInfo.MT0 = 3;
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// 浸入墙壁程度
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immersionInfo.MT0 = 4;
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});
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});
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}
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};
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@ -12,9 +12,7 @@ export function setGameCanvasFilter(filter: string) {
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});
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}
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const filterMap: [FloorIds[], string][] = [
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[['MT50'], 'brightness(80%)contrast(120%)'] // 童心佬的滤镜(
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];
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export const filterMap: [FloorIds[], string][] = [];
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export function getCanvasFilterByFloorId(
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floorId: FloorIds = core.status.floorId
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@ -46,7 +46,7 @@ export function init() {
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});
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}
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const shadowInfo: Partial<Record<FloorIds, Light[]>> = {
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export const shadowInfo: Partial<Record<FloorIds, Light[]>> = {
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MT50: [
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{
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id: 'mt50_1',
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@ -86,11 +86,11 @@ const shadowInfo: Partial<Record<FloorIds, Light[]>> = {
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}
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]
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};
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const backgroundInfo: Partial<Record<FloorIds, Color>> = {
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export const backgroundInfo: Partial<Record<FloorIds, Color>> = {
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MT50: pColor('#0006')
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};
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const blurInfo: Partial<Record<FloorIds, number>> = {};
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const immersionInfo: Partial<Record<FloorIds, number>> = {};
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export const blurInfo: Partial<Record<FloorIds, number>> = {};
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export const immersionInfo: Partial<Record<FloorIds, number>> = {};
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const shadowCache: Partial<Record<FloorIds, Polygon[]>> = {};
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let calMapShadow = true;
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