Deploying to gh-pages from @ 7a42a0d9b9 🚀

This commit is contained in:
unanmed 2023-01-11 03:08:29 +00:00
parent 849a8ea4b3
commit cc7ee24f3b
14 changed files with 189 additions and 122 deletions

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@ -261,6 +261,12 @@ var comment_c456ea59_6018_45ef_8bcc_211a24c627dc = {
"_docs": "极昼",
"_data": "极昼"
},
"melt": {
"_leaf": true,
"_type": "textarea",
"_docs": "融化",
"_data": "融化"
},
"value": {
"_leaf": true,
"_type": "textarea",

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@ -18,10 +18,10 @@
<meta name="x5-fullscreen" content="true">
<meta name="x5-page-mode" content="app">
<link id="mota-css" type='text/css' href='/HumanBreak/styles.css' rel='stylesheet'>
<script type="module" crossorigin src="/HumanBreak/assets/index.1ffee200.js"></script>
<script type="module" crossorigin src="/HumanBreak/assets/index.e57dbb8a.js"></script>
<link rel="modulepreload" crossorigin href="/HumanBreak/assets/antdv.5500b770.js">
<link rel="modulepreload" crossorigin href="/HumanBreak/assets/common.7ff7c6bc.js">
<link rel="stylesheet" href="/HumanBreak/assets/index.0260879d.css">
<link rel="stylesheet" href="/HumanBreak/assets/index.6e03365b.css">
<script type="module">try{import.meta.url;import("_").catch(()=>1);}catch(e){}window.__vite_is_modern_browser=true;</script>
<script type="module">!function(){if(window.__vite_is_modern_browser)return;console.warn("vite: loading legacy build because dynamic import or import.meta.url is unsupported, syntax error above should be ignored");var e=document.getElementById("vite-legacy-polyfill"),n=document.createElement("script");n.src=e.src,n.onload=function(){System.import(document.getElementById('vite-legacy-entry').getAttribute('data-src'))},document.body.appendChild(n)}();</script>
</head>
@ -215,7 +215,7 @@
<script nomodule>!function(){var e=document,t=e.createElement("script");if(!("noModule"in t)&&"onbeforeload"in t){var n=!1;e.addEventListener("beforeload",(function(e){if(e.target===t)n=!0;else if(!e.target.hasAttribute("nomodule")||!n)return;e.preventDefault()}),!0),t.type="module",t.src=".",e.head.appendChild(t),t.remove()}}();</script>
<script nomodule crossorigin id="vite-legacy-polyfill" src="/HumanBreak/assets/polyfills-legacy.fcbd97b9.js"></script>
<script nomodule crossorigin id="vite-legacy-entry" data-src="/HumanBreak/assets/index-legacy.d2b0fb35.js">System.import(document.getElementById('vite-legacy-entry').getAttribute('data-src'))</script>
<script nomodule crossorigin id="vite-legacy-entry" data-src="/HumanBreak/assets/index-legacy.a8766b88.js">System.import(document.getElementById('vite-legacy-entry').getAttribute('data-src'))</script>
</body>
</html>

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@ -2620,6 +2620,11 @@ maps.prototype._drawThumbnail_drawTempCanvas = function (
}
options.ctx = tempCanvas;
tempCanvas.imageSmoothingEnabled = core.getLocalStorage(
'antiAliasing',
true
);
// 地图过大的缩略图不绘制显伤
if (width * height > core.bigmap.threshold) options.damage = false;

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@ -149,8 +149,18 @@ var enemys_fcae963b_31c9_42b4_b48c_bb48d09f3f80 =
"E597": {"name":"新敌人","hp":0,"atk":0,"def":0,"money":0,"exp":0,"point":0,"special":[]},
"E598": {"name":"新敌人","hp":0,"atk":0,"def":0,"money":0,"exp":0,"point":0,"special":[]},
"E599": {"name":"新敌人","hp":0,"atk":0,"def":0,"money":0,"exp":0,"point":0,"special":[]},
"E600": {"name":"新敌人","hp":0,"atk":0,"def":0,"money":0,"exp":0,"point":0,"special":[]},
"E600": {"name":"寒冰巨石","hp":3000,"atk":2250,"def":0,"money":2,"exp":100,"point":0,"special":[3]},
"E601": {"name":"新敌人","hp":0,"atk":0,"def":0,"money":0,"exp":0,"point":0,"special":[]},
"E602": {"name":"永夜蝙","hp":6000,"atk":2000,"def":800,"money":1,"exp":65,"point":0,"special":[22],"night":100},
"E603": {"name":"极昼蝠","hp":8000,"atk":1750,"def":1000,"money":1,"exp":65,"point":0,"special":[23],"day":100}
"E603": {"name":"极昼蝠","hp":8000,"atk":1750,"def":1000,"money":1,"exp":65,"point":0,"special":[23],"day":100},
"E605": {"name":"新敌人","hp":0,"atk":0,"def":0,"money":0,"exp":0,"point":0,"special":[]},
"E606": {"name":"新敌人","hp":0,"atk":0,"def":0,"money":0,"exp":0,"point":0,"special":[]},
"E607": {"name":"新敌人","hp":0,"atk":0,"def":0,"money":0,"exp":0,"point":0,"special":[]},
"E608": {"name":"新敌人","hp":0,"atk":0,"def":0,"money":0,"exp":0,"point":0,"special":[]},
"E609": {"name":"具形雪人","hp":7500,"atk":2250,"def":1000,"money":2,"exp":90,"point":0,"special":[25],"melt":15},
"E610": {"name":"新敌人","hp":0,"atk":0,"def":0,"money":0,"exp":0,"point":0,"special":[]},
"E611": {"name":"新敌人","hp":0,"atk":0,"def":0,"money":0,"exp":0,"point":0,"special":[]},
"E612": {"name":"新敌人","hp":0,"atk":0,"def":0,"money":0,"exp":0,"point":0,"special":[]},
"E613": {"name":"新敌人","hp":0,"atk":0,"def":0,"money":0,"exp":0,"point":0,"special":[]},
"E614": {"name":"新敌人","hp":0,"atk":0,"def":0,"money":0,"exp":0,"point":0,"special":[]}
}

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@ -45,7 +45,7 @@ main.floors.MT36=
[ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,70176,70177,70177,70177,70177],
[604, 0, 0, 0, 0, 0, 0, 0, 0, 0,70184,70185,70185,70185, 94],
[ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,70208,70209,70209,70209,70209],
[604, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
[604, 0, 0, 0, 0, 0,600, 0, 0, 0, 0, 0, 0, 0, 0],
[587, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
[587, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
[ 92, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],

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@ -393,6 +393,12 @@ var functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a = {
core.declineStudiedSkill();
}
// 如果是融化怪,需要特殊标记一下
if (core.hasSpecial(special, 25) && core.has(x) && core.has(y)) {
flags[`melt_${floorId}`] ??= {};
flags[`melt_${floorId}`][`${x},${y}`] = enemy.melt;
}
// 获得金币
const money = enemy.money;
core.status.hero.money += money;
@ -709,19 +715,9 @@ var functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a = {
],
[
25,
'光环',
function (enemy) {
return (
'同楼层所有怪物生命提升' +
(enemy.value || 0) +
'%,攻击提升' +
(enemy.atkValue || 0) +
'%,防御提升' +
(enemy.defValue || 0) +
'%' +
(enemy.add ? '可叠加' : '不可叠加')
);
},
'融化',
enemy =>
`战斗后该怪物会融化在怪物位置产生一个3*3的范围光环光环内怪物的攻防增加${enemy.melt}%`,
'#e6e099',
1
],
@ -810,96 +806,7 @@ var functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a = {
var guards = [];
// 光环和支援检查
if (!core.status.checkBlock) core.status.checkBlock = {};
if (core.status.checkBlock.needCache) {
// 从V2.5.4开始,对光环效果增加缓存,以解决多次重复计算的问题,从而大幅提升运行效率。
var hp_buff = 0,
atk_buff = 0,
def_buff = 0;
// 检查光环和支援的缓存
var index =
x != null && y != null ? x + ',' + y : 'floor' + enemy.id;
core.status.checkBlock.cache ??= {};
var cache = core.status.checkBlock.cache[index];
if (!cache) {
// 没有该点的缓存,则遍历每个图块
core.extractBlocks(floorId);
core.status.maps[floorId].blocks.forEach(function (block) {
if (block.disable) return;
// 获得该图块的ID
var id = block.event.id,
e = core.material.enemys[id];
var dx = Math.abs(block.x - x),
dy = Math.abs(block.y - y);
// 检查【支援】技能数字26
if (
e &&
core.hasSpecial(e.special, 26) &&
// 检查支援条件坐标存在距离为1且不能是自己
// 其他类型的支援怪,比如十字之类的话.... 看着做是一样的
x != null &&
y != null &&
Math.abs(block.x - x) <= 1 &&
Math.abs(block.y - y) <= 1 &&
!(x == block.x && y == block.y)
) {
// 记录怪物的x,yID
guards.push([block.x, block.y, id]);
}
// 抱团
if (
e &&
core.hasSpecial(mon_special, 8) &&
core.hasSpecial(e.special, 8) &&
!(dx == 0 && dy == 0) &&
dx < 3 &&
dy < 3
) {
atk_buff += enemy.together || 0;
def_buff += enemy.together || 0;
}
// 冰封光环
if (
e &&
core.hasSpecial(e.special, 21) &&
x != null &&
y != null &&
dx < 4 &&
dy < 4
) {
iceDecline += e.iceHalo;
}
// TODO如果有其他类型光环怪物在这里仿照添加检查
// 注新增新的类光环属性需要遍历全图的需要在特殊属性定义那里的第五项写1参见光环和支援的特殊属性定义。
});
core.status.checkBlock.cache[index] = {
hp_buff: hp_buff,
atk_buff: atk_buff,
def_buff: def_buff,
guards: guards,
iceHalo: iceDecline
};
} else {
// 直接使用缓存数据
hp_buff = cache.hp_buff;
atk_buff = cache.atk_buff;
def_buff = cache.def_buff;
guards = cache.guards;
iceDecline = cache.iceHalo;
}
// 增加比例;如果要增加数值可以直接在这里修改
mon_hp *= 1 + hp_buff / 100;
mon_atk *= 1 + atk_buff / 100;
mon_def *= 1 + def_buff / 100;
}
return {
const info = {
hp: Math.floor(mon_hp),
atk: Math.floor(mon_atk),
def: Math.floor(mon_def),
@ -910,6 +817,114 @@ var functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a = {
guards: guards, // 返回支援情况
iceDecline
};
// 光环和支援检查
core.status.checkBlock ??= {};
if (!core.status.checkBlock.needCache) return info;
var hp_buff = 0,
atk_buff = 0,
def_buff = 0;
// 检查光环和支援的缓存
var index =
x != null && y != null ? x + ',' + y : 'floor' + enemy.id;
core.status.checkBlock.cache ??= {};
var cache = core.status.checkBlock.cache[index];
if (!cache) {
// 没有该点的缓存,则遍历每个图块
core.extractBlocks(floorId);
core.status.maps[floorId].blocks.forEach(function (block) {
if (block.disable) return;
// 获得该图块的ID
var id = block.event.id,
e = core.material.enemys[id];
var dx = Math.abs(block.x - x),
dy = Math.abs(block.y - y);
// 检查【支援】技能数字26
if (
e &&
core.hasSpecial(e.special, 26) &&
// 检查支援条件坐标存在距离为1且不能是自己
// 其他类型的支援怪,比如十字之类的话.... 看着做是一样的
x != null &&
y != null &&
Math.abs(block.x - x) <= 1 &&
Math.abs(block.y - y) <= 1 &&
!(x == block.x && y == block.y)
) {
// 记录怪物的x,yID
guards.push([block.x, block.y, id]);
}
// 抱团
if (
e &&
core.hasSpecial(mon_special, 8) &&
core.hasSpecial(e.special, 8) &&
!(dx == 0 && dy == 0) &&
dx < 3 &&
dy < 3
) {
atk_buff += enemy.together || 0;
def_buff += enemy.together || 0;
}
// 冰封光环
if (
e &&
core.hasSpecial(e.special, 21) &&
x != null &&
y != null &&
dx < 4 &&
dy < 4
) {
iceDecline += e.iceHalo;
}
// TODO如果有其他类型光环怪物在这里仿照添加检查
// 注新增新的类光环属性需要遍历全图的需要在特殊属性定义那里的第五项写1参见光环和支援的特殊属性定义。
});
// 融化怪要在这里判断
if (
core.has(flags[`melt_${floorId}`]) &&
core.has(x) &&
core.has(y)
) {
for (const [loc, per] of Object.entries(
flags[`melt_${floorId}`]
)) {
const [mx, my] = loc.split(',').map(v => parseInt(v));
if (Math.abs(mx - x) <= 1 && Math.abs(my - y) <= 1) {
atk_buff += per;
def_buff += per;
}
}
}
core.status.checkBlock.cache[index] = {
hp_buff: hp_buff,
atk_buff: atk_buff,
def_buff: def_buff,
guards: guards,
iceHalo: iceDecline
};
} else {
// 直接使用缓存数据
hp_buff = cache.hp_buff;
atk_buff = cache.atk_buff;
def_buff = cache.def_buff;
guards = cache.guards;
iceDecline = cache.iceHalo;
}
// 增加比例;如果要增加数值可以直接在这里修改
mon_hp *= 1 + hp_buff / 100;
mon_atk *= 1 + atk_buff / 100;
mon_def *= 1 + def_buff / 100;
return info;
},
getDamageInfo: function (enemy, hero, x, y, floorId) {
// 获得战斗伤害信息(实际伤害计算函数)
@ -925,14 +940,10 @@ var functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a = {
// 勇士位置应该在这里进行计算,四个位置依次遍历,去重
let toMap = [];
if (
x !== null &&
x !== void 0 &&
y !== null &&
y !== void 0 &&
(hero?.x === null || hero?.x === void 0) &&
(hero?.y === null || hero?.y === void 0) &&
floorId !== null &&
floorId !== void 0 &&
core.has(x) &&
core.has(y) &&
!(core.has(hero?.x) && core.has(hero?.y)) &&
core.has(floorId) &&
flags.autoLocate &&
flags.chapter >= 2
) {
@ -1741,6 +1752,15 @@ var functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a = {
}
}
// 融化怪
if (core.has(flags[`melt_${floorId}`])) {
Object.keys(flags[`melt_${floorId}`]).forEach(v => {
needCache = true;
halo[v] ??= [];
halo[v].push('square:3:#d9a8ff');
});
}
core.flags.canGoDeadZone = canGoDeadZone;
core.status.checkBlock = {
damage: damage,

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@ -367,7 +367,17 @@ var icons_4665ee12_3a1f_44a4_bea3_0fccba634dc1 =
"E600": 145,
"E601": 146,
"E602": 147,
"E603": 148
"E603": 148,
"E605": 149,
"E606": 150,
"E607": 151,
"E608": 152,
"E609": 153,
"E610": 154,
"E611": 155,
"E612": 156,
"E613": 157,
"E614": 158
},
"enemy48": {
"angel": 0,

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@ -532,6 +532,16 @@ var maps_90f36752_8815_4be8_b32b_d7fad1d0542e =
"602": {"cls":"enemys","id":"E602"},
"603": {"cls":"enemys","id":"E603"},
"604": {"cls":"terrains","id":"T604"},
"605": {"cls":"enemys","id":"E605"},
"606": {"cls":"enemys","id":"E606"},
"607": {"cls":"enemys","id":"E607"},
"608": {"cls":"enemys","id":"E608"},
"609": {"cls":"enemys","id":"E609"},
"610": {"cls":"enemys","id":"E610"},
"611": {"cls":"enemys","id":"E611"},
"612": {"cls":"enemys","id":"E612"},
"613": {"cls":"enemys","id":"E613"},
"614": {"cls":"enemys","id":"E614"},
"20037": {"cls":"tileset","id":"X20037","cannotOut":["up","left"],"cannotIn":["up","left"]},
"20038": {"cls":"tileset","id":"X20038","cannotOut":["up"],"cannotIn":["up"]},
"20039": {"cls":"tileset","id":"X20039","cannotOut":["up","right"],"cannotIn":["up","right"]},

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@ -575,6 +575,8 @@ var plugins_bb40132b_638b_4a9f_b028_d3fe47acc8d1 = {
delete flags[`jump_${floorId}`];
delete flags[`inte_${floorId}`];
delete flags[`loop_${floorId}`];
delete flags[`melt_${floorId}`];
delete flags[`night_${floorId}`];
}
// 恢复楼层
@ -4710,5 +4712,9 @@ var plugins_bb40132b_638b_4a9f_b028_d3fe47acc8d1 = {
right: 'left'
}[dir];
};
this.has = function (v) {
return v !== null && v !== void 0;
};
}
};