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	修改插件目录
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				@ -2086,17 +2086,7 @@ events.prototype._action_disableShop = function (data, x, y, prefix) {
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};
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					};
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events.prototype._action_battle = function (data, x, y, prefix) {
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					events.prototype._action_battle = function (data, x, y, prefix) {
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    // todo: 修改battle的参数
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					    // Deprecated. See src/plugin/game/enemy/battle.ts
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    if (data.id) {
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        this.battle(data.id, null, null, true, core.doAction);
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    } else {
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        if (data.floorId != core.status.floorId) {
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            core.doAction();
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            return;
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        }
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        var loc = this.__action_getLoc(data.loc, x, y, prefix);
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        this.battle(null, loc[0], loc[1], true, core.doAction);
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    }
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};
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					};
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events.prototype._action_trigger = function (data, x, y, prefix) {
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					events.prototype._action_trigger = function (data, x, y, prefix) {
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@ -1171,12 +1171,10 @@ var functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a = {
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            }
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					            }
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            core.setFlag('__fromLoad__', true);
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					            core.setFlag('__fromLoad__', true);
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            // TODO:增加自己的一些读档处理
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            core.plugin.skillTree.loadSkillTree(data.skills);
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					            core.plugin.skillTree.loadSkillTree(data.skills);
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            // 切换到对应的楼层
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					            // 切换到对应的楼层
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            core.changeFloor(data.floorId, null, data.hero.loc, 0, function () {
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					            core.changeFloor(data.floorId, null, data.hero.loc, 0, function () {
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                // TODO:可以在这里设置读档后播放BGM
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                if (core.hasFlag('__bgm__')) {
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					                if (core.hasFlag('__bgm__')) {
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                    // 持续播放
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					                    // 持续播放
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                    core.playBgm(core.getFlag('__bgm__'));
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					                    core.playBgm(core.getFlag('__bgm__'));
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@ -1,4 +1,4 @@
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///<reference path="../../../src/types/core.d.ts" />
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					///<reference path="../../../../src/types/core.d.ts" />
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export {};
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					export {};
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/* @__PURE__ */ (function () {
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					/* @__PURE__ */ (function () {
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@ -1,5 +1,4 @@
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///<reference path="../../../src/types/core.d.ts" />
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					import { drawHalo } from '../fx/halo';
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import { drawHalo } from './halo';
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// 伤害弹出
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					// 伤害弹出
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// 复写阻激夹域检测
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					// 复写阻激夹域检测
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@ -1,4 +1,4 @@
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///<reference path="../../../src/types/core.d.ts" />
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					///<reference path="../../../../src/types/core.d.ts" />
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export {};
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					export {};
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['up', 'down', 'left', 'right'].forEach(one => {
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					['up', 'down', 'left', 'right'].forEach(one => {
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@ -1,4 +1,4 @@
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import { ensureFloorDamage } from './enemy/damage';
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					import { ensureFloorDamage } from '../enemy/damage';
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core.control.updateDamage = function (floorId = core.status.floorId, ctx) {
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					core.control.updateDamage = function (floorId = core.status.floorId, ctx) {
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    if (!floorId || core.status.gameOver || main.mode !== 'play') return;
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					    if (!floorId || core.status.gameOver || main.mode !== 'play') return;
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@ -1,11 +1,11 @@
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import './fiveLayer';
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					import './fiveLayer';
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import './heroFourFrames';
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					import './fx/heroFourFrames';
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import './hotReload';
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					import './dev/hotReload';
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import './itemDetail';
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					import './fx/itemDetail';
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import './popup';
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					import './enemy/checkblock';
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import './replay';
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					import './replay';
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import './ui';
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					import './ui';
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import * as halo from './halo';
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					import * as halo from './fx/halo';
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import * as hero from './hero';
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					import * as hero from './hero';
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import * as loopMap from './loopMap';
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					import * as loopMap from './loopMap';
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import * as remainEnemy from './remainEnemy';
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					import * as remainEnemy from './remainEnemy';
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