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1951 lines
79 KiB
JavaScript
1951 lines
79 KiB
JavaScript
///<reference path="../../src/types/core.d.ts" />
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var functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a = {
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events: {
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resetGame: function (hero, hard, floorId, maps, values) {
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// 重置整个游戏;此函数将在游戏开始时,或者每次读档时最先被调用
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// hero:勇士信息;hard:难度;floorId:当前楼层ID;maps:地图信息;values:全局数值信息
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// 清除游戏数据
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// 这一步会清空状态栏和全部画布内容,并删除所有动态创建的画布
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core.clearStatus();
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// 初始化status
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core.status = core.clone(core.initStatus, function (name) {
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return name != 'hero' && name != 'maps';
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});
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core.control._bindRoutePush();
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core.status.played = true;
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// 初始化人物,图标,统计信息
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core.status.hero = core.clone(hero);
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window.hero = core.status.hero;
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window.flags = core.status.hero.flags;
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core.events.setHeroIcon(core.status.hero.image, true);
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core.control._initStatistics(core.animateFrame.totalTime);
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core.status.hero.statistics.totalTime =
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core.animateFrame.totalTime = Math.max(
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core.status.hero.statistics.totalTime,
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core.animateFrame.totalTime
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);
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core.status.hero.statistics.start = null;
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// 初始难度
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core.status.hard = hard || '';
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// 初始化地图
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core.status.floorId = floorId;
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core.status.maps = maps;
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core.maps._resetFloorImages();
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// 初始化怪物和道具
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core.material.enemys = core.enemys.getEnemys();
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core.material.items = core.items.getItems();
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// 初始化全局数值和全局开关
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core.values = core.clone(core.data.values);
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for (var key in values || {}) core.values[key] = values[key];
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core.flags = core.clone(core.data.flags);
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var globalFlags = core.getFlag('globalFlags', {});
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for (var key in globalFlags) core.flags[key] = globalFlags[key];
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core._init_sys_flags();
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// 初始化界面,状态栏等
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core.resize();
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// 状态栏是否显示
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if (core.hasFlag('hideStatusBar'))
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core.hideStatusBar(core.hasFlag('showToolbox'));
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else core.showStatusBar();
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if (main.mode === 'play' && !main.replayChecking) {
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core.splitArea();
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core.resetFlagSettings();
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} else {
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flags.autoSkill ??= true;
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flags.itemDetail ??= true;
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flags.autoLocate ??= true;
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}
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},
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win: function (reason, norank, noexit) {
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// 游戏获胜事件
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// 请注意,成绩统计时是按照hp进行上传并排名
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// 可以先在这里对最终分数进行计算,比如将2倍攻击和5倍黄钥匙数量加到分数上
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// 如果不退出,则临时存储数据
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if (noexit) {
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core.status.extraEvent = core.clone(core.status.event);
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}
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if (reason === '智慧之始') {
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core.status.hero.hp +=
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core.itemCount('yellowKey') * 5000 +
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core.itemCount('blueKey') * 15000;
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}
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// 游戏获胜事件
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core.ui.closePanel();
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var replaying = core.isReplaying();
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if (replaying) core.stopReplay();
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core.waitHeroToStop(function () {
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if (!noexit) {
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core.clearMap('all'); // 清空全地图
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core.deleteAllCanvas(); // 删除所有创建的画布
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core.dom.gif2.innerHTML = '';
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}
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reason = core.replaceText(reason);
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core.drawText(
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[
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'\t[' +
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(reason || '恭喜通关') +
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']你的分数是${status:hp}。'
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],
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function () {
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core.events.gameOver(reason || '', replaying, norank);
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}
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);
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});
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},
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lose: function (reason) {
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// 游戏失败事件
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core.ui.closePanel();
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var replaying = core.isReplaying();
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core.stopReplay();
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core.waitHeroToStop(function () {
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core.drawText(
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['\t[' + (reason || '结局1') + ']你死了。\n如题。'],
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function () {
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core.events.gameOver(null, replaying);
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}
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);
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});
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},
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changingFloor: function (floorId, heroLoc) {
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// 正在切换楼层过程中执行的操作;此函数的执行时间是“屏幕完全变黑“的那一刻
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// floorId为要切换到的楼层ID;heroLoc表示勇士切换到的位置
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const { checkLoopMap } = core.plugin.loopMap;
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flags.floorChanging = true;
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// ---------- 此时还没有进行切换,当前floorId还是原来的 ---------- //
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var currentId = core.status.floorId || null; // 获得当前的floorId,可能为null
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var fromLoad = core.hasFlag('__fromLoad__'); // 是否是读档造成的切换
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var isFlying = core.hasFlag('__isFlying__'); // 是否是楼传造成的切换
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if (!fromLoad) {
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if (!core.hasFlag('__leaveLoc__'))
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core.setFlag('__leaveLoc__', {});
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if (currentId != null)
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core.getFlag('__leaveLoc__')[currentId] = core.clone(
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core.status.hero.loc
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);
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}
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// 根据分区信息自动砍层与恢复
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if (core.plugin.removeMap.autoRemoveMaps)
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core.plugin.removeMap.autoRemoveMaps(floorId);
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// 重置画布尺寸
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core.maps.resizeMap(floorId);
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// 设置勇士的位置
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heroLoc.direction = core.turnDirection(heroLoc.direction);
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core.status.hero.loc = heroLoc;
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// ---------- 重绘新地图;这一步将会设置core.status.floorId ---------- //
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core.drawMap(floorId);
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if (!main.replayChecking) core.updateShadow();
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// 切换楼层BGM
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if (core.status.maps[floorId].bgm) {
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var bgm = core.status.maps[floorId].bgm;
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if (bgm instanceof Array) bgm = bgm[0];
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if (!core.hasFlag('__bgm__')) core.playBgm(bgm);
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}
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// 更改画面色调
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var color = core.getFlag('__color__', null);
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if (!color && core.status.maps[floorId].color)
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color = core.status.maps[floorId].color;
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core.clearMap('curtain');
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core.status.curtainColor = color;
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if (color)
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core.fillRect(
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'curtain',
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0,
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0,
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core._PX_,
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core._PY_,
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core.arrayToRGBA(color)
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);
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// 更改天气
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var weather = core.getFlag('__weather__', null);
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if (!weather && core.status.maps[floorId].weather)
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weather = core.status.maps[floorId].weather;
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if (weather) core.setWeather(weather[0], weather[1]);
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else core.setWeather();
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checkLoopMap();
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// ...可以新增一些其他内容,比如创建个画布在右上角显示什么内容等等
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},
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afterChangeFloor: function (floorId) {
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// 转换楼层结束的事件;此函数会在整个楼层切换完全结束后再执行
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// floorId是切换到的楼层
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if (flags.onChase) {
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flags.chaseTime ??= {};
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flags.chaseTime[floorId] = Date.now();
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}
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flags.floorChanging = false;
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// 如果是读档,则进行检查(是否需要恢复事件)
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if (core.hasFlag('__fromLoad__')) {
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core.events.recoverEvents(core.getFlag('__events__'));
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core.removeFlag('__events__');
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} else {
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// 每次抵达楼层执行的事件
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core.insertAction(core.floors[floorId].eachArrive);
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// 首次抵达楼层时执行的事件(后插入,先执行)
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if (!core.hasVisitedFloor(floorId)) {
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core.insertAction(core.floors[floorId].firstArrive);
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core.visitFloor(floorId);
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}
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}
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if (!flags.debug && !main.replayChecking) core.checkVisitedFloor();
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},
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flyTo: function (toId, callback) {
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// 楼层传送器的使用,从当前楼层飞往toId
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// 如果不能飞行请返回false
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var fromId = core.status.floorId;
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// 检查能否飞行
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if (
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!core.status.maps[fromId].canFlyFrom ||
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!core.status.maps[toId].canFlyTo ||
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!core.hasVisitedFloor(toId)
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) {
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core.playSound('操作失败');
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core.drawTip('无法飞往' + core.status.maps[toId].title + '!');
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return false;
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}
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// 平面塔模式
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var stair = null,
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loc = null;
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if (core.flags.flyRecordPosition) {
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loc = core.getFlag('__leaveLoc__', {})[toId] || null;
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}
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if (
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core.status.maps[toId].flyPoint != null &&
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core.status.maps[toId].flyPoint.length == 2
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) {
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loc = {
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x: core.status.maps[toId].flyPoint[0],
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y: core.status.maps[toId].flyPoint[1]
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};
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}
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if (loc == null) {
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// 获得两个楼层的索引,以决定是上楼梯还是下楼梯
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var fromIndex = core.floorIds.indexOf(fromId),
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toIndex = core.floorIds.indexOf(toId);
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var stair = fromIndex <= toIndex ? 'downFloor' : 'upFloor';
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// 地下层:同层传送至上楼梯
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if (
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fromIndex == toIndex &&
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core.status.maps[fromId].underGround
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)
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stair = 'upFloor';
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}
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// 记录录像
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core.status.route.push('fly:' + toId);
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// 传送
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core.ui.closePanel();
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core.changeFloor(toId, stair, loc, null, callback);
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return true;
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},
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beforeBattle: function (enemyId, x, y) {
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// 战斗前触发的事件,可以加上一些战前特效(详见下面支援的例子)
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// 此函数在“检测能否战斗和自动存档”【之后】执行。如果需要更早的战前事件,请在插件中覆重写 core.events.doSystemEvent 函数。
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// 返回true则将继续战斗,返回false将不再战斗。
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// ------ 支援技能 ------ //
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if (x != null && y != null) {
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var index = x + ',' + y,
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cache = core.status.checkBlock.cache[index] || {},
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guards = cache.guards || [];
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// 如果存在支援怪
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if (guards.length > 0) {
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// 记录flag,当前要参与支援的怪物
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core.setFlag('__guards__' + x + '_' + y, guards);
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var actions = [{ type: 'playSound', name: 'jump.mp3' }];
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// 增加支援的特效动画(图块跳跃)
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guards.forEach(function (g) {
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core.push(actions, {
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type: 'jump',
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from: [g[0], g[1]],
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to: [x, y],
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time: 300,
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keep: false,
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async: true
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});
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});
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core.push(actions, [
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{ type: 'waitAsync' }, // 等待所有异步事件执行完毕
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{ type: 'trigger', loc: [x, y] } // 重要!重新触发本点事件(即重新触发战斗)
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]);
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core.insertAction(actions);
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return false;
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}
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}
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return true;
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},
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afterBattle: function (enemyId, x, y) {
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// 战斗结束后触发的事件
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const floorId = core.status.floorId;
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var enemy = core.material.enemys[enemyId];
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var special = enemy.special;
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// 播放战斗音效和动画
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// 默认播放的动画;你也可以使用
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var animate = 'hand'; // 默认动画
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// 检查当前装备是否存在攻击动画
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var equipId = core.getEquip(0);
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if (equipId && (core.material.items[equipId].equip || {}).animate)
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animate = core.material.items[equipId].equip.animate;
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// 检查该动画是否存在SE,如果不存在则使用默认音效
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if (!(core.material.animates[animate] || {}).se)
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core.playSound('attack.mp3');
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// 播放动画;如果不存在坐标(强制战斗)则播放到勇士自身
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if (x != null && y != null) core.drawAnimate(animate, x, y);
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else core.drawHeroAnimate(animate);
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// 获得战斗伤害信息
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// 注意这里勇士坐标要传入当前勇士坐标,不然会默认取伤害最低的地方打怪
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const damageInfo =
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core.getDamageInfo(
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enemyId,
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{ x: core.status.hero.loc.x, y: core.status.hero.loc.y },
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x,
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y
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) ?? {};
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// 战斗伤害
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const damage = damageInfo.damage;
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// 判定是否致死
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if (damage == null || damage >= core.status.hero.hp) {
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core.status.hero.hp = 0;
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core.updateStatusBar(false, true);
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core.events.lose('战斗失败');
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return;
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}
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// 扣减体力值并记录统计数据
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core.status.hero.hp -= damage;
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core.status.hero.statistics.battleDamage += damage;
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core.status.hero.statistics.battle++;
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// 智慧之源
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if (core.hasSpecial(special, 14) && flags.hard === 2) {
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core.addFlag(
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'inte_' + floorId,
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Math.ceil((core.status.hero.mdef / 10) * 0.3) * 10
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);
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core.status.hero.mdef -=
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Math.ceil((core.status.hero.mdef / 10) * 0.3) * 10;
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}
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// 极昼永夜
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if (core.hasSpecial(special, 22)) {
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flags[`night_${floorId}`] ??= 0;
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flags[`night_${floorId}`] -= enemy.night;
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}
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if (core.hasSpecial(special, 23)) {
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flags[`night_${floorId}`] ??= 0;
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flags[`night_${floorId}`] += enemy.day;
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}
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if (core.plugin.skillTree.getSkillLevel(11) > 0) {
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core.plugin.study.declineStudiedSkill();
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}
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// 如果是融化怪,需要特殊标记一下
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if (core.hasSpecial(special, 25) && core.has(x) && core.has(y)) {
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flags[`melt_${floorId}`] ??= {};
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flags[`melt_${floorId}`][`${x},${y}`] = enemy.melt;
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}
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// 获得金币
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const money = enemy.money;
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core.status.hero.money += money;
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core.status.hero.statistics.money += money;
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// 获得经验
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const exp = enemy.exp;
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core.status.hero.exp += exp;
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core.status.hero.statistics.exp += exp;
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const hint =
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'打败 ' + enemy.name + ',金币+' + money + ',经验+' + exp;
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core.drawTip(hint, enemy.id);
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if (core.getFlag('bladeOn') && core.getFlag('blade')) {
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core.setFlag('blade', false);
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}
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if (core.getFlag('shieldOn') && core.getFlag('shield')) {
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core.setFlag('shield', false);
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}
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// 事件的处理
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var todo = [];
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// 战后事件
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if (core.status.floorId != null) {
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core.push(
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todo,
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core.floors[core.status.floorId].afterBattle[x + ',' + y]
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);
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}
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core.push(todo, enemy.afterBattle);
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// 如果事件不为空,将其插入
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if (todo.length > 0) core.insertAction(todo, x, y);
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// 因为removeBlock和hideBlock都会刷新状态栏,因此将删除部分移动到这里并保证刷新只执行一次,以提升效率
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if (core.getBlock(x, y) != null) {
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core.removeBlock(x, y);
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} else {
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core.updateStatusBar();
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}
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// 如果已有事件正在处理中
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if (core.status.event.id == null) core.continueAutomaticRoute();
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else core.clearContinueAutomaticRoute();
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},
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afterOpenDoor: function (doorId, x, y) {
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// 开一个门后触发的事件
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var todo = [];
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// 检查该点的获得开门后事件。
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if (core.status.floorId == null) return;
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var event =
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core.floors[core.status.floorId].afterOpenDoor[x + ',' + y];
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if (event) core.unshift(todo, event);
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if (todo.length > 0) core.insertAction(todo, x, y);
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if (core.status.event.id == null) core.continueAutomaticRoute();
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else core.clearContinueAutomaticRoute();
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},
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afterGetItem: function (itemId, x, y, isGentleClick) {
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// 获得一个道具后触发的事件
|
||
// itemId:获得的道具ID;x和y是该道具所在的坐标
|
||
// isGentleClick:是否是轻按触发的
|
||
if (
|
||
(itemId.endsWith('Potion') ||
|
||
itemId == 'I482' ||
|
||
itemId == 'I484' ||
|
||
itemId == 'I487' ||
|
||
itemId == 'I491') &&
|
||
core.material.items[itemId].cls == 'items'
|
||
)
|
||
core.playSound('回血');
|
||
else core.playSound('获得道具');
|
||
|
||
var todo = [];
|
||
// 检查该点的获得道具后事件。
|
||
if (core.status.floorId == null) return;
|
||
var event =
|
||
core.floors[core.status.floorId].afterGetItem[x + ',' + y];
|
||
if (
|
||
event &&
|
||
(event instanceof Array ||
|
||
!isGentleClick ||
|
||
!event.disableOnGentleClick)
|
||
) {
|
||
core.unshift(todo, event);
|
||
}
|
||
if (core.hasFlag('spring')) {
|
||
if (!core.hasFlag('springCount'))
|
||
core.setFlag('springCount', 0);
|
||
if (
|
||
itemId.endsWith('Potion') ||
|
||
itemId == 'I482' ||
|
||
itemId == 'I484' ||
|
||
itemId == 'I487' ||
|
||
itemId == 'I491'
|
||
) {
|
||
core.addFlag('springCount', 1);
|
||
}
|
||
if (core.getFlag('springCount', 0) == 50) {
|
||
core.setFlag('springCount', 0);
|
||
core.status.hero.hpmax +=
|
||
core.getNakedStatus('hpmax') * 0.1;
|
||
}
|
||
core.updateStatusBar();
|
||
}
|
||
|
||
if (todo.length > 0) core.insertAction(todo, x, y);
|
||
}
|
||
},
|
||
enemys: {
|
||
getSpecials: function () {
|
||
// 获得怪物的特殊属性,每一行定义一个特殊属性。
|
||
// 分为五项,第一项为该特殊属性的数字,第二项为特殊属性的名字,第三项为特殊属性的描述
|
||
// 第四项为该特殊属性的颜色,可以写十六进制 #RRGGBB 或者 [r,g,b,a] 四元数组
|
||
// 第五项为该特殊属性的标记;目前 1 代表是地图类技能(需要进行遍历全图)
|
||
// 名字和描述可以直接写字符串,也可以写个function将怪物传进去
|
||
return [
|
||
[
|
||
1,
|
||
'致命一击',
|
||
function (enemy) {
|
||
return (
|
||
'怪物每5回合触发一次强力攻击,造成' +
|
||
(enemy.crit || 100) +
|
||
'%的伤害'
|
||
);
|
||
},
|
||
'#fc3'
|
||
],
|
||
[2, '恶毒', '怪物攻击无视勇士的防御', '#bbb0ff'],
|
||
[3, '坚固', '怪物防御不小于勇士攻击-1', '#c0b088'],
|
||
[4, '2连击', '怪物每回合攻击2次', '#ffee77'],
|
||
[5, '3连击', '怪物每回合攻击3次', '#ffee77'],
|
||
[
|
||
6,
|
||
function (enemy) {
|
||
return (enemy.n || '') + '连击';
|
||
},
|
||
function (enemy) {
|
||
return '怪物每回合攻击' + (enemy.n || 4) + '次';
|
||
},
|
||
'#ffee77'
|
||
],
|
||
[
|
||
7,
|
||
'饥渴',
|
||
function (enemy) {
|
||
return (
|
||
'战斗前,怪物偷取勇士' +
|
||
(enemy.hungry || 0) +
|
||
'%的攻击加在自己身上(勇士攻击也会降低)'
|
||
);
|
||
},
|
||
'#b67'
|
||
],
|
||
[
|
||
8,
|
||
'抱团',
|
||
function (enemy) {
|
||
return (
|
||
'怪物周围5×5范围内每有一个拥有该属性的怪物,该怪物攻防就增加' +
|
||
(enemy.together || 0) +
|
||
'%(线性叠加)'
|
||
);
|
||
},
|
||
'#ffaa44',
|
||
1
|
||
],
|
||
[
|
||
9,
|
||
'绝对防御',
|
||
function () {
|
||
return '怪物的奇特护甲可以让勇士的额外攻击变为正常攻击(相当于勇士的攻击变为基础攻击+额外攻击)';
|
||
},
|
||
'#80eed6'
|
||
],
|
||
[
|
||
10,
|
||
'勇气之刃',
|
||
function (enemy) {
|
||
return (
|
||
'第一回合造成' +
|
||
(enemy.courage || 100) +
|
||
'%的伤害,之后正常'
|
||
);
|
||
},
|
||
'#b0c0dd'
|
||
],
|
||
[
|
||
11,
|
||
'勇气冲锋',
|
||
function (enemy) {
|
||
return (
|
||
'怪物首先发动冲锋,造成' +
|
||
(enemy.charge || 100) +
|
||
'%的伤害,并眩晕勇士5回合'
|
||
);
|
||
},
|
||
'#ff00d2'
|
||
],
|
||
[
|
||
12,
|
||
'追猎',
|
||
'当勇士移动到该怪物的水平或竖直方向上时,怪物向勇士移动一格',
|
||
'#99ee88',
|
||
2
|
||
],
|
||
[13, '魔攻', '怪物攻击无视勇士防御', '#bbb0ff'],
|
||
[
|
||
14,
|
||
'智慧之源',
|
||
'困难难度下(简单难度没有效果),战斗后,怪物会吸取勇士30%的智慧(勇士智慧向下取整至整十)加在本层的拥有该属性的怪物攻击上',
|
||
'#bbeef0'
|
||
],
|
||
[
|
||
15,
|
||
'突刺',
|
||
function (enemy) {
|
||
return (
|
||
'经过怪物周围' +
|
||
(enemy.zoneSquare ? '九宫格' : '十字') +
|
||
'范围内' +
|
||
(enemy.range || 1) +
|
||
'格时怪物会攻击勇士,造成' +
|
||
core.formatBigNumber(
|
||
Math.max(
|
||
(enemy.value || 0) -
|
||
core.plugin.hero.getHeroStatusOn('def')
|
||
)
|
||
) +
|
||
'点伤害'
|
||
);
|
||
},
|
||
'#c677dd'
|
||
],
|
||
[
|
||
16,
|
||
'夹击',
|
||
'经过两只相同的怪物中间,勇士生命值变成一半',
|
||
'#bb99ee'
|
||
],
|
||
[17, '先攻', '战斗时怪物首先攻击', '#b0b666'],
|
||
[
|
||
18,
|
||
'阻击',
|
||
function (enemy) {
|
||
return (
|
||
'经过怪物的十字领域时自动减生命' +
|
||
(enemy.value || 0) +
|
||
'点,同时怪物后退一格'
|
||
);
|
||
},
|
||
'#8888e6'
|
||
],
|
||
[
|
||
19,
|
||
'电摇嘲讽',
|
||
'当勇士移动到怪物同行或同列时,勇士会直接冲向怪物,撞碎路上的所有地形和门,拾取路上的道具,与路上的怪物战斗' +
|
||
',最后与该怪物战斗',
|
||
'#ff6666'
|
||
],
|
||
[
|
||
20,
|
||
'霜冻',
|
||
enemy =>
|
||
`怪物寒冷的攻击使勇士动作变慢,勇士每回合对怪物造成的伤害减少${enemy.ice}%。装备杰克的衣服后可以免疫。`,
|
||
'cyan'
|
||
],
|
||
[
|
||
21,
|
||
'冰封光环',
|
||
enemy =>
|
||
`寒气逼人,使勇士对该怪物周围7*7范围内的怪物伤害减少${enemy.iceHalo}%(线性叠加)`,
|
||
'cyan',
|
||
1
|
||
],
|
||
[
|
||
22,
|
||
'永夜',
|
||
enemy =>
|
||
`战斗后,减少勇士${enemy.night}点攻防,增加本层所有怪物${enemy.night}点攻防,仅在本层有效`,
|
||
'#d8a'
|
||
],
|
||
[
|
||
23,
|
||
'极昼',
|
||
enemy =>
|
||
`战斗后,减少本层所有怪物${enemy.day}点攻防,增加勇士${enemy.day}点攻防,仅在本层有效`,
|
||
'#ffd'
|
||
],
|
||
[
|
||
24,
|
||
'射击',
|
||
function () {
|
||
return '经过怪物同行或同列的可视范围内时受到一次普通攻击的伤害';
|
||
},
|
||
'#dda0dd'
|
||
],
|
||
[
|
||
25,
|
||
'融化',
|
||
enemy =>
|
||
`战斗后该怪物会融化,在怪物位置产生一个3*3的范围光环,光环内怪物的攻防增加${enemy.melt}%`,
|
||
'#e6e099',
|
||
1
|
||
],
|
||
[
|
||
26,
|
||
'冰封之核',
|
||
enemy =>
|
||
`怪物拥有逼人的寒气,使周围5*5范围内的怪物防御增加${enemy.iceCore}%`,
|
||
'#70ffd1',
|
||
1
|
||
],
|
||
[
|
||
27,
|
||
'火焰之核',
|
||
enemy =>
|
||
`怪物拥有灼热的火焰,使周围5*5范围内的怪物攻击增加${enemy.fireCore}%`,
|
||
'#ff6f0a',
|
||
1
|
||
],
|
||
[
|
||
28,
|
||
'苍蓝刻',
|
||
enemy =>
|
||
`怪物使用苍蓝之灵的力量,使自身受到的伤害减少${enemy.paleShield}%`,
|
||
'#ff6f0a',
|
||
1
|
||
]
|
||
];
|
||
},
|
||
getEnemyInfo: function (enemy, hero, x, y, floorId) {
|
||
// 获得某个怪物变化后的数据;该函数将被伤害计算和怪物手册使用
|
||
// 例如:坚固、模仿、仿攻等等
|
||
//
|
||
// 参数说明:
|
||
// enemy:该怪物信息
|
||
// hero_hp,hero_atk,hero_def,hero_mdef:勇士的生命攻防护盾数据
|
||
// x,y:该怪物的坐标(查看手册和强制战斗时为undefined)
|
||
// floorId:该怪物所在的楼层
|
||
// 后面三个参数主要是可以在光环等效果上可以适用(也可以按需制作部分范围光环效果)
|
||
floorId = floorId || core.status.floorId;
|
||
|
||
let {
|
||
atk: hero_atk,
|
||
def: hero_def,
|
||
mdef: hero_mdef,
|
||
hp: hero_hp
|
||
} = core.plugin.hero.getHeroStatusOf(
|
||
hero,
|
||
['atk', 'def', 'mdef', 'hp'],
|
||
hero?.x,
|
||
hero?.y,
|
||
floorId
|
||
);
|
||
|
||
var mon_hp = core.getEnemyValue(enemy, 'hp', x, y, floorId),
|
||
mon_atk = core.getEnemyValue(enemy, 'atk', x, y, floorId),
|
||
mon_def = core.getEnemyValue(enemy, 'def', x, y, floorId),
|
||
mon_special = core.getEnemyValue(
|
||
enemy,
|
||
'special',
|
||
x,
|
||
y,
|
||
floorId
|
||
);
|
||
var mon_money = core.getEnemyValue(enemy, 'money', x, y, floorId),
|
||
mon_exp = core.getEnemyValue(enemy, 'exp', x, y, floorId),
|
||
mon_point = core.getEnemyValue(enemy, 'point', x, y, floorId);
|
||
|
||
let iceDecline = 0;
|
||
|
||
if (typeof enemy === 'number')
|
||
core.getBlockByNumber(enemy).event.id;
|
||
if (typeof enemy === 'string') enemy = core.material.enemys[enemy];
|
||
|
||
// 饥渴
|
||
if (core.hasSpecial(mon_special, 7)) {
|
||
mon_atk += (hero_atk * (enemy.hungry || 0)) / 100;
|
||
}
|
||
|
||
// 智慧之源
|
||
if (core.hasSpecial(mon_special, 14) && flags.hard === 2) {
|
||
mon_atk += core.getFlag('inte_' + floorId, 0);
|
||
}
|
||
|
||
// 极昼永夜
|
||
mon_atk -= flags[`night_${floorId}`] ?? 0;
|
||
mon_def -= flags[`night_${floorId}`] ?? 0;
|
||
|
||
// 坚固
|
||
if (core.hasSpecial(mon_special, 3) && mon_def < hero_atk - 1) {
|
||
mon_def = hero_atk - 1;
|
||
}
|
||
|
||
var guards = [];
|
||
|
||
// 光环和支援检查
|
||
core.status.checkBlock ??= {};
|
||
|
||
if (
|
||
core.status.checkBlock.needCache &&
|
||
core.has(x) &&
|
||
core.has(y)
|
||
) {
|
||
// 从V2.5.4开始,对光环效果增加缓存,以解决多次重复计算的问题,从而大幅提升运行效率。
|
||
var hp_buff = 0,
|
||
atk_buff = 0,
|
||
def_buff = 0;
|
||
// 检查光环和支援的缓存
|
||
var index = `${x},${y}`;
|
||
core.status.checkBlock.cache ??= {};
|
||
var cache = core.status.checkBlock.cache[index];
|
||
if (!cache) {
|
||
// 没有该点的缓存,则遍历每个图块
|
||
core.extractBlocks(floorId);
|
||
core.status.maps[floorId].blocks.forEach(function (block) {
|
||
if (block.disable) return;
|
||
// 获得该图块的ID
|
||
var id = block.event.id,
|
||
e = core.material.enemys[id];
|
||
if (!e) return;
|
||
var dx = Math.abs(block.x - x),
|
||
dy = Math.abs(block.y - y);
|
||
|
||
// 抱团
|
||
if (
|
||
core.hasSpecial(mon_special, 8) &&
|
||
core.hasSpecial(e.special, 8) &&
|
||
!(dx == 0 && dy == 0) &&
|
||
dx < 3 &&
|
||
dy < 3
|
||
) {
|
||
atk_buff += enemy.together || 0;
|
||
def_buff += enemy.together || 0;
|
||
}
|
||
|
||
// 冰封光环
|
||
if (
|
||
core.hasSpecial(e.special, 21) &&
|
||
dx < 4 &&
|
||
dy < 4
|
||
) {
|
||
iceDecline += e.iceHalo;
|
||
}
|
||
|
||
// 5*5光环
|
||
if (dx <= 2 && dy <= 2) {
|
||
// 冰封之核
|
||
if (core.hasSpecial(e.special, 26)) {
|
||
def_buff += e.iceCore;
|
||
}
|
||
|
||
// 火焰之核
|
||
if (core.hasSpecial(e.special, 27)) {
|
||
atk_buff += e.fireCore;
|
||
}
|
||
}
|
||
});
|
||
|
||
// 融化怪要在这里判断
|
||
if (
|
||
core.has(flags[`melt_${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 {
|
||
hp: Math.floor(mon_hp),
|
||
atk: Math.floor(mon_atk),
|
||
def: Math.floor(mon_def),
|
||
money: Math.floor(mon_money),
|
||
exp: Math.floor(mon_exp),
|
||
point: Math.floor(mon_point),
|
||
special: mon_special,
|
||
guards: guards, // 返回支援情况
|
||
iceDecline
|
||
};
|
||
},
|
||
getDamageInfo: function (enemy, hero, x, y, floorId) {
|
||
// 获得战斗伤害信息(实际伤害计算函数)
|
||
//
|
||
// 参数说明:
|
||
// enemy:该怪物信息
|
||
// hero:勇士的当前数据;如果对应项不存在则会从core.status.hero中取
|
||
// x,y:该怪物的坐标(查看手册和强制战斗时为undefined)
|
||
// floorId:该怪物所在的楼层
|
||
// 后面三个参数主要是可以在光环等效果上可以适用
|
||
floorId = floorId || core.status.floorId;
|
||
|
||
const { backDir } = core.plugin.utils;
|
||
|
||
// 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 = [];
|
||
|
||
// 指定了勇士坐标或者没有怪物坐标时
|
||
toMap = ['none'];
|
||
|
||
function getDamage(h) {
|
||
const enemyInfo = core.getEnemyInfo(enemy, hero, x, y, floorId);
|
||
|
||
let {
|
||
hp: mon_hp,
|
||
atk: mon_atk,
|
||
def: mon_def,
|
||
special: mon_special
|
||
} = enemyInfo;
|
||
let { atk: hero_atk, def: hero_def } =
|
||
core.plugin.hero.getHeroStatusOf(
|
||
hero,
|
||
['atk', 'def'],
|
||
x,
|
||
y,
|
||
floorId
|
||
);
|
||
|
||
let hero_hp = core.getRealStatusOrDefault(hero, 'hp'),
|
||
hero_IQ = core.getRealStatusOrDefault(hero, 'mdef'),
|
||
hero_recovery = core.getRealStatusOrDefault(hero, 'hpmax'),
|
||
hero_extraAtk = core.getRealStatusOrDefault(hero, 'mana');
|
||
|
||
let damage = 0;
|
||
|
||
// 饥渴
|
||
if (core.hasSpecial(mon_special, 7)) {
|
||
hero_atk *= 1 - (enemy.hungry || 0) / 100;
|
||
}
|
||
|
||
// 战前造成的额外伤害(可被护盾抵消)
|
||
var init_damage = 0;
|
||
|
||
// 每回合怪物对勇士造成的战斗伤害
|
||
var per_damage = mon_atk - hero_def;
|
||
|
||
// 魔攻:战斗伤害就是怪物攻击力
|
||
if (
|
||
core.hasSpecial(mon_special, 2) ||
|
||
core.hasSpecial(mon_special, 13)
|
||
) {
|
||
per_damage = mon_atk;
|
||
}
|
||
|
||
// 战斗伤害不能为负值
|
||
if (per_damage < 0) per_damage = 0;
|
||
|
||
// 先攻
|
||
if (core.hasSpecial(mon_special, 17)) damage += per_damage;
|
||
|
||
// 2连击 & 3连击 & N连击
|
||
if (core.hasSpecial(mon_special, 4)) per_damage *= 2;
|
||
if (core.hasSpecial(mon_special, 5)) per_damage *= 3;
|
||
if (core.hasSpecial(mon_special, 6)) per_damage *= enemy.n || 4;
|
||
// 勇士每回合对怪物造成的伤害
|
||
let hero_per_damage = Math.max(hero_atk - mon_def, 0);
|
||
if (!core.hasSpecial(mon_special, 9)) {
|
||
hero_per_damage = Math.max(hero_atk - mon_def, 0);
|
||
if (hero_per_damage > 0) hero_per_damage += hero_extraAtk;
|
||
} else {
|
||
hero_per_damage = Math.max(
|
||
hero_atk + hero_extraAtk - mon_def,
|
||
0
|
||
);
|
||
}
|
||
|
||
// 如果没有破防,则不可战斗
|
||
if (hero_per_damage <= 0) return null;
|
||
|
||
if (
|
||
core.hasSpecial(mon_special, 20) &&
|
||
!core.hasEquip('I589')
|
||
) {
|
||
hero_per_damage *= 1 - enemy.ice / 100;
|
||
}
|
||
|
||
hero_per_damage *= 1 - enemyInfo.iceDecline / 100;
|
||
|
||
if (core.hasSpecial(mon_special, 28)) {
|
||
hero_per_damage *= 1 - enemy.paleShield / 100;
|
||
}
|
||
|
||
// 勇士的攻击回合数;为怪物生命除以每回合伤害向上取整
|
||
let turn = Math.ceil(mon_hp / hero_per_damage);
|
||
|
||
// 致命一击
|
||
if (core.hasSpecial(mon_special, 1)) {
|
||
var times = Math.floor(turn / 5);
|
||
damage +=
|
||
((times * ((enemy.crit || 100) - 100)) / 100) *
|
||
per_damage;
|
||
}
|
||
// 勇气之刃
|
||
if (turn > 1 && core.hasSpecial(mon_special, 10)) {
|
||
damage += ((enemy.courage || 100) / 100 - 1) * per_damage;
|
||
}
|
||
// 勇气冲锋
|
||
if (core.hasSpecial(mon_special, 11)) {
|
||
damage += ((enemy.charge || 100) / 100) * per_damage;
|
||
turn += 5;
|
||
}
|
||
|
||
// 最终伤害:初始伤害 + 怪物对勇士造成的伤害 + 反击伤害
|
||
damage += init_damage + (turn - 1) * per_damage;
|
||
// 无上之盾
|
||
if (core.hasFlag('superSheild')) {
|
||
damage -= hero_IQ / 10;
|
||
}
|
||
// 生命回复
|
||
damage -= hero_recovery * turn;
|
||
if (core.getFlag('hard') === 1) damage *= 0.9;
|
||
|
||
return {
|
||
mon_hp: Math.floor(mon_hp),
|
||
mon_atk: Math.floor(mon_atk),
|
||
mon_def: Math.floor(mon_def),
|
||
init_damage: Math.floor(init_damage),
|
||
per_damage: Math.floor(per_damage),
|
||
hero_per_damage: Math.floor(hero_per_damage),
|
||
turn: Math.floor(turn),
|
||
damage: Math.floor(damage)
|
||
};
|
||
}
|
||
|
||
const skills = [
|
||
['bladeOn', 'blade'],
|
||
['shieldOn', 'shield']
|
||
];
|
||
|
||
function autoSkill(h) {
|
||
damageInfo = getDamage(h);
|
||
damage = damageInfo?.damage ?? Infinity;
|
||
if (flags.autoSkill) {
|
||
for (const [unlock, condition] of skills) {
|
||
if (!flags[unlock]) continue;
|
||
flags[condition] = true;
|
||
const info = getDamage(h);
|
||
const d = info?.damage;
|
||
if (d !== null && d !== void 0) {
|
||
if (d < damage) {
|
||
damage = d;
|
||
damageInfo = info;
|
||
}
|
||
}
|
||
flags[condition] = false;
|
||
}
|
||
} else {
|
||
damageInfo = getDamage(h);
|
||
if (damageInfo) damage = damageInfo.damage;
|
||
}
|
||
}
|
||
|
||
let dirDamageInfo = null;
|
||
let dirMinDamage = Infinity;
|
||
let damageInfo = null;
|
||
let damage = Infinity;
|
||
|
||
if (!flags.autoLocate) {
|
||
autoSkill(toMap[0][1]);
|
||
return damageInfo;
|
||
}
|
||
|
||
const dirDamage = [];
|
||
for (const dir of toMap) {
|
||
damage = Infinity;
|
||
damageInfo = null;
|
||
autoSkill();
|
||
dirDamage.push([dir, damage]);
|
||
if (damage < dirMinDamage) {
|
||
dirMinDamage = damage;
|
||
dirDamageInfo = damageInfo;
|
||
}
|
||
if (dirDamageInfo) {
|
||
return Object.assign(dirDamageInfo, { dir: dirDamage });
|
||
} else return null;
|
||
}
|
||
}
|
||
},
|
||
actions: {
|
||
onKeyUp: function (keyCode, altKey) {
|
||
// 键盘按键处理,可以在这里自定义快捷键列表
|
||
// keyCode:当前按键的keyCode(每个键的keyCode自行百度)
|
||
// altKey:Alt键是否被按下,为true代表同时按下了Alt键
|
||
// 可以在这里任意增加或编辑每个按键的行为
|
||
|
||
if (core.status.lockControl) return;
|
||
|
||
// 如果处于正在行走状态,则不处理
|
||
if (core.isMoving()) return;
|
||
|
||
// Alt+0~9,快捷换上套装
|
||
if (altKey && keyCode >= 48 && keyCode <= 57) {
|
||
core.items.quickLoadEquip(keyCode - 48);
|
||
return;
|
||
}
|
||
|
||
const [x, y] = flags.mouseLoc ?? [];
|
||
const mx = Math.round(x + core.bigmap.offsetX / 32);
|
||
const my = Math.round(y + core.bigmap.offsetY / 32);
|
||
|
||
// 根据keyCode值来执行对应操作
|
||
switch (keyCode) {
|
||
case 74: // J:打开技能树
|
||
core.useItem('skill1', true);
|
||
break;
|
||
case 27: // ESC:打开菜单栏
|
||
core.openSettings(true);
|
||
break;
|
||
case 88: // X:使用怪物手册
|
||
core.openBook(true);
|
||
break;
|
||
case 71: // G:使用楼传器
|
||
core.useFly(true);
|
||
break;
|
||
case 65: // A:读取自动存档(回退)
|
||
core.doSL('autoSave', 'load');
|
||
break;
|
||
case 87: // W:撤销回退
|
||
core.doSL('autoSave', 'reload');
|
||
break;
|
||
case 83: // S:存档
|
||
core.save(true);
|
||
break;
|
||
case 68: // D:读档
|
||
core.load(true);
|
||
break;
|
||
case 84: // T:打开道具栏
|
||
core.openToolbox(true);
|
||
break;
|
||
case 81: // Q:打开装备栏
|
||
core.openEquipbox(true);
|
||
break;
|
||
case 90: // Z:转向
|
||
core.turnHero();
|
||
break;
|
||
case 86: // V:打开快捷商店列表
|
||
core.openQuickShop(true);
|
||
break;
|
||
case 32: // SPACE:轻按
|
||
core.getNextItem();
|
||
break;
|
||
case 82: // R:回放录像
|
||
core.ui._drawReplay();
|
||
break;
|
||
case 33:
|
||
case 34: // PgUp/PgDn:浏览地图
|
||
core.ui._drawViewMaps();
|
||
break;
|
||
case 66: // B:打开数据统计
|
||
core.ui._drawStatistics();
|
||
break;
|
||
case 72: // H:打开帮助页面
|
||
core.useItem('I560', true);
|
||
break;
|
||
case 67: // C:怪物临界
|
||
if (core.getBlockCls(mx, my)?.startsWith('enemy')) {
|
||
core.plugin.fixedDetailPanel = 'critical';
|
||
core.plugin.showFixed.value = false;
|
||
core.plugin.fixedDetailOpened.value = true;
|
||
}
|
||
break;
|
||
case 69: // E:怪物属性
|
||
if (core.getBlockCls(mx, my)?.startsWith('enemy')) {
|
||
core.plugin.fixedDetailPanel = 'special';
|
||
core.plugin.showFixed.value = false;
|
||
core.plugin.fixedDetailOpened.value = true;
|
||
}
|
||
break;
|
||
case 77: // M:快速标记
|
||
const blocks = core.getMapBlocksObj();
|
||
const block = blocks[`${mx},${my}`];
|
||
if (block.event.cls.startsWith('enemy')) {
|
||
const name = core.material.enemys[block.event.id].name;
|
||
if (core.hasMarkedEnemy(block.event.id)) {
|
||
core.tip('success', `已取消标记${name}!`);
|
||
core.unmarkEnemy(block.event.id);
|
||
} else {
|
||
core.tip('success', `已标记${name}!`);
|
||
core.markEnemy(block.event.id);
|
||
}
|
||
}
|
||
break;
|
||
case 78: // N:重新开始
|
||
core.confirmRestart();
|
||
break;
|
||
case 79: // O:查看工程
|
||
core.actions._clickGameInfo_openProject();
|
||
break;
|
||
case 80: // P:游戏主页
|
||
core.actions._clickGameInfo_openComments();
|
||
break;
|
||
case 49: // 1: 断灭之刃
|
||
if (!flags.bladeOn) break;
|
||
if (flags.autoSkill) {
|
||
core.tip('error', '已开启自动切换技能!');
|
||
break;
|
||
}
|
||
core.status.route.push('key:49'); // 将按键记在录像中
|
||
core.playSound('光标移动');
|
||
if (flags.blade) flags.blade = false;
|
||
else flags.blade = true;
|
||
core.updateStatusBar();
|
||
break;
|
||
case 50: // 快捷键2: 跳跃技能 || 破
|
||
if (
|
||
!flags.chase &&
|
||
!core.status.floorId.startsWith('tower') &&
|
||
flags.skill2
|
||
) {
|
||
core.plugin.skillEffects.jumpSkill();
|
||
core.status.route.push('key:50'); // 将按键记在录像中
|
||
} else {
|
||
if (core.hasItem('pickaxe')) {
|
||
core.status.route.push('key:50'); // 将按键记在录像中
|
||
core.useItem('pickaxe', true); // 第二个参数true代表该次使用道具是被按键触发的,使用过程不计入录像
|
||
}
|
||
}
|
||
break;
|
||
case 51: // 3: 铸剑为盾
|
||
if (!flags.shieldOn) break;
|
||
if (flags.autoSkill) {
|
||
core.tip('error', '已开启自动切换技能!');
|
||
break;
|
||
}
|
||
core.status.route.push('key:51'); // 将按键记在录像中
|
||
core.playSound('光标移动');
|
||
if (flags.shield) flags.shield = false;
|
||
else flags.shield = true;
|
||
core.updateStatusBar();
|
||
break;
|
||
case 53: // 5:读取自动存档(回退),方便手机版操作
|
||
core.doSL('autoSave', 'load');
|
||
break;
|
||
case 54: // 6:撤销回退,方便手机版操作
|
||
core.doSL('autoSave', 'reload');
|
||
break;
|
||
case 55: // 快捷键7:绑定为轻按,方便手机版操作
|
||
core.getNextItem();
|
||
break;
|
||
case 119: // F8:开启debug模式
|
||
core.debug();
|
||
break;
|
||
}
|
||
}
|
||
},
|
||
control: {
|
||
saveData: function () {
|
||
// 存档操作,此函数应该返回“具体要存档的内容”
|
||
|
||
// 差异化存储values
|
||
var values = {};
|
||
for (var key in core.values) {
|
||
if (!core.same(core.values[key], core.data.values[key]))
|
||
values[key] = core.clone(core.values[key]);
|
||
}
|
||
|
||
// 要存档的内容
|
||
var data = {
|
||
floorId: core.status.floorId,
|
||
hero: core.clone(core.status.hero, name => name !== 'chase'),
|
||
hard: core.status.hard,
|
||
maps: core.clone(core.maps.saveMap()),
|
||
route: core.encodeRoute(core.status.route),
|
||
values: values,
|
||
version: core.firstData.version,
|
||
guid: core.getGuid(),
|
||
time: new Date().getTime(),
|
||
skills: core.plugin.skillTree.saveSkillTree()
|
||
};
|
||
|
||
return data;
|
||
},
|
||
loadData: function (data, callback) {
|
||
// 读档操作;从存储中读取了内容后的行为
|
||
if (window.flags && flags.onChase) {
|
||
flags.chase.end();
|
||
flags.onChase = true;
|
||
}
|
||
// 重置游戏和路线
|
||
core.resetGame(
|
||
data.hero,
|
||
data.hard,
|
||
data.floorId,
|
||
core.maps.loadMap(data.maps, null, data.hero.flags),
|
||
data.values
|
||
);
|
||
core.status.route = core.decodeRoute(data.route);
|
||
core.control._bindRoutePush();
|
||
// 文字属性,全局属性
|
||
core.status.textAttribute = core.getFlag(
|
||
'textAttribute',
|
||
core.status.textAttribute
|
||
);
|
||
var toAttribute = core.getFlag(
|
||
'globalAttribute',
|
||
core.status.globalAttribute
|
||
);
|
||
if (!core.same(toAttribute, core.status.globalAttribute)) {
|
||
core.status.globalAttribute = toAttribute;
|
||
core.resize();
|
||
}
|
||
// 重置音量
|
||
core.events.setVolume(core.getFlag('__volume__', 1), 0);
|
||
// 加载勇士图标
|
||
var icon = core.status.hero.image;
|
||
icon = core.getMappedName(icon);
|
||
if (core.material.images.images[icon]) {
|
||
core.material.images.hero = core.material.images.images[icon];
|
||
core.material.icons.hero.width =
|
||
core.material.images.images[icon].width / 4;
|
||
core.material.icons.hero.height =
|
||
core.material.images.images[icon].height / 4;
|
||
}
|
||
core.setFlag('__fromLoad__', true);
|
||
|
||
// TODO:增加自己的一些读档处理
|
||
core.plugin.skillTree.loadSkillTree(data.skills);
|
||
|
||
// 切换到对应的楼层
|
||
core.changeFloor(data.floorId, null, data.hero.loc, 0, function () {
|
||
// TODO:可以在这里设置读档后播放BGM
|
||
if (core.hasFlag('__bgm__')) {
|
||
// 持续播放
|
||
core.playBgm(core.getFlag('__bgm__'));
|
||
}
|
||
|
||
core.removeFlag('__fromLoad__');
|
||
if (callback) callback();
|
||
|
||
if (flags.onChase) {
|
||
core.startChase(flags.chaseIndex);
|
||
if (flags.chaseIndex === 1) {
|
||
core.playBgm('escape.mp3', 43.5);
|
||
}
|
||
}
|
||
});
|
||
},
|
||
getStatusLabel: function (name) {
|
||
// 返回某个状态英文名的对应中文标签,如atk -> 攻击,def -> 防御等。
|
||
// 请注意此项仅影响 libs/ 下的内容(如绘制怪物手册、数据统计等)
|
||
// 自行定义的(比如获得道具效果)中用到的“攻击+3”等需要自己去对应地方修改
|
||
|
||
return (
|
||
{
|
||
name: '名称',
|
||
lv: '等级',
|
||
hpmax: '生命回复',
|
||
hp: '生命',
|
||
manamax: '魔力上限',
|
||
mana: '额外攻击',
|
||
atk: '攻击',
|
||
def: '防御',
|
||
mdef: '智慧',
|
||
money: '金币',
|
||
exp: '经验',
|
||
point: '加点',
|
||
steps: '步数',
|
||
up: '升级',
|
||
none: '无'
|
||
}[name] || name
|
||
);
|
||
},
|
||
updateStatusBar: function () {
|
||
// 更新状态栏
|
||
|
||
// 检查等级
|
||
core.events.checkLvUp();
|
||
|
||
// 如果是自定义添加的状态栏,也需要在这里进行设置显示的数值
|
||
|
||
// 难度
|
||
if (core.statusBar.hard.innerText != core.status.hard) {
|
||
core.statusBar.hard.innerText = core.status.hard;
|
||
}
|
||
var hardColor = core.getFlag('__hardColor__', 'red');
|
||
if (core.statusBar.hard.getAttribute('_style') != hardColor) {
|
||
core.statusBar.hard.style.color = hardColor;
|
||
core.statusBar.hard.setAttribute('_style', hardColor);
|
||
}
|
||
|
||
// 更新阻激夹域的伤害值
|
||
core.updateCheckBlock();
|
||
// 更新全地图显伤
|
||
core.updateDamage();
|
||
|
||
if (main.replayChecking) return;
|
||
|
||
// 已学习的技能
|
||
if (
|
||
core.plugin.skillTree.getSkillLevel(11) > 0 &&
|
||
(core.status.hero.special?.num ?? []).length > 0
|
||
) {
|
||
core.plugin.showStudiedSkill.value = true;
|
||
} else {
|
||
core.plugin.showStudiedSkill.value = false;
|
||
}
|
||
},
|
||
updateCheckBlock: function (floorId) {
|
||
// 领域、夹击、阻击等的伤害值计算
|
||
floorId = floorId || core.status.floorId;
|
||
if (!floorId || !core.status.maps) return;
|
||
|
||
const haloMap = {
|
||
21: ['square:7:cyan'],
|
||
26: ['square:5:blue'],
|
||
27: ['square:5:red']
|
||
};
|
||
|
||
var width = core.floors[floorId].width,
|
||
height = core.floors[floorId].height;
|
||
var blocks = core.getMapBlocksObj(floorId);
|
||
|
||
const damage = {}, // 每个点的伤害值
|
||
type = {}, // 每个点的伤害类型
|
||
repulse = {}, // 每个点的阻击怪信息
|
||
mockery = {}, // 电摇嘲讽
|
||
halo = {}; // 光环
|
||
var needCache = false;
|
||
var canGoDeadZone = core.flags.canGoDeadZone;
|
||
var haveHunt = false;
|
||
core.flags.canGoDeadZone = true;
|
||
|
||
// 计算血网和领域、阻击、激光的伤害,计算捕捉信息
|
||
for (var loc in blocks) {
|
||
var block = blocks[loc],
|
||
x = block.x,
|
||
y = block.y,
|
||
id = block.event.id,
|
||
enemy = core.material.enemys[id];
|
||
if (block.disable) continue;
|
||
|
||
type[loc] = type[loc] || {};
|
||
|
||
// 血网
|
||
// 如需调用当前楼层的ratio可使用 core.status.maps[floorId].ratio
|
||
if (id == 'lavaNet' && !core.hasItem('amulet')) {
|
||
damage[loc] = (damage[loc] || 0) + core.values.lavaDamage;
|
||
type[loc]['血网伤害'] = true;
|
||
}
|
||
|
||
// 领域
|
||
// 如果要防止领域伤害,可以直接简单的将 flag:no_zone 设为true
|
||
if (
|
||
enemy &&
|
||
core.hasSpecial(enemy.special, 15) &&
|
||
!core.hasFlag('no_zone')
|
||
) {
|
||
// 领域范围,默认为1
|
||
var range = enemy.range || 1;
|
||
// 是否是九宫格领域
|
||
var zoneSquare = false;
|
||
if (enemy.zoneSquare != null) zoneSquare = enemy.zoneSquare;
|
||
// 在范围内进行搜索,增加领域伤害值
|
||
for (var dx = -range; dx <= range; dx++) {
|
||
for (var dy = -range; dy <= range; dy++) {
|
||
if (dx == 0 && dy == 0) continue;
|
||
var nx = x + dx,
|
||
ny = y + dy,
|
||
currloc = nx + ',' + ny;
|
||
if (nx < 0 || nx >= width || ny < 0 || ny >= height)
|
||
continue;
|
||
// 如果是十字领域,则还需要满足 |dx|+|dy|<=range
|
||
if (
|
||
!zoneSquare &&
|
||
Math.abs(dx) + Math.abs(dy) > range
|
||
)
|
||
continue;
|
||
damage[currloc] = Math.max(
|
||
(damage[currloc] || 0) +
|
||
(enemy.value || 0) -
|
||
core.getRealStatusOrDefault(null, 'def'),
|
||
0
|
||
);
|
||
type[currloc] = type[currloc] || {};
|
||
type[currloc]['领域伤害'] = true;
|
||
}
|
||
}
|
||
}
|
||
|
||
// 阻击
|
||
// 如果要防止阻击伤害,可以直接简单的将 flag:no_repulse 设为true
|
||
if (
|
||
enemy &&
|
||
core.hasSpecial(enemy.special, 18) &&
|
||
!core.hasFlag('no_repulse')
|
||
) {
|
||
for (var dir in core.utils.scan) {
|
||
var nx = x + core.utils.scan[dir].x,
|
||
ny = y + core.utils.scan[dir].y,
|
||
currloc = nx + ',' + ny;
|
||
if (nx < 0 || nx >= width || ny < 0 || ny >= height)
|
||
continue;
|
||
damage[currloc] =
|
||
(damage[currloc] || 0) + (enemy.value || 0);
|
||
type[currloc] = type[currloc] || {};
|
||
type[currloc]['阻击伤害'] = true;
|
||
|
||
var rdir = core.turnDirection(':back', dir);
|
||
// 检查下一个点是否存在事件(从而判定是否移动)
|
||
var rnx = x + core.utils.scan[rdir].x,
|
||
rny = y + core.utils.scan[rdir].y;
|
||
if (
|
||
core.canMoveHero(x, y, rdir, floorId) &&
|
||
core.getBlock(rnx, rny, floorId) == null
|
||
) {
|
||
repulse[currloc] = (repulse[currloc] || []).concat([
|
||
[x, y, id, rdir]
|
||
]);
|
||
}
|
||
}
|
||
}
|
||
// 射击
|
||
if (enemy && core.hasSpecial(enemy.special, 24)) {
|
||
var beyondVisual = false;
|
||
for (var nx = 0; nx < width; nx++) {
|
||
var currloc = nx + ',' + y;
|
||
for (var mx = nx; mx != x; mx > x ? mx-- : mx++) {
|
||
if (
|
||
core.getBlockCls(mx, y, floorId) == 'enemys' ||
|
||
core.getBlockCls(mx, y, floorId) == 'enemy48'
|
||
)
|
||
continue;
|
||
if (
|
||
core.noPass(mx, y, floorId) &&
|
||
core.getBlockNumber(mx, y, floorId) != 141 &&
|
||
core.getBlockNumber(mx, y, floorId) != 151
|
||
) {
|
||
beyondVisual = true;
|
||
break;
|
||
}
|
||
}
|
||
if (beyondVisual) {
|
||
beyondVisual = false;
|
||
continue;
|
||
}
|
||
if (
|
||
nx != x &&
|
||
!(
|
||
core.getBlockCls(nx, y, floorId) == 'enemys' ||
|
||
core.getBlockCls(nx, y, floorId) == 'enemy48'
|
||
)
|
||
) {
|
||
damage[currloc] =
|
||
(damage[currloc] || 0) +
|
||
Math.max(
|
||
(enemy.atk || 0) -
|
||
core.getRealStatusOrDefault(
|
||
null,
|
||
'def'
|
||
),
|
||
0
|
||
);
|
||
type[currloc] = type[currloc] || {};
|
||
type[currloc]['射击伤害'] = true;
|
||
}
|
||
}
|
||
for (var ny = 0; ny < height; ny++) {
|
||
var currloc = x + ',' + ny;
|
||
for (var my = ny; my != y; my > y ? my-- : my++) {
|
||
if (
|
||
core.getBlockCls(x, my, floorId) == 'enemys' ||
|
||
core.getBlockCls(x, my, floorId) == 'enemy48'
|
||
)
|
||
continue;
|
||
if (
|
||
core.noPass(x, my, floorId) &&
|
||
core.getBlockNumber(x, my, floorId) != 141 &&
|
||
core.getBlockNumber(x, my, floorId) != 151
|
||
) {
|
||
beyondVisual = true;
|
||
break;
|
||
}
|
||
}
|
||
if (beyondVisual) {
|
||
beyondVisual = false;
|
||
continue;
|
||
}
|
||
if (
|
||
ny != y &&
|
||
!(
|
||
core.getBlockCls(x, ny, floorId) == 'enemys' ||
|
||
core.getBlockCls(x, ny, floorId) == 'enemy48'
|
||
)
|
||
) {
|
||
damage[currloc] =
|
||
(damage[currloc] || 0) +
|
||
Math.max(
|
||
(enemy.atk || 0) -
|
||
core.getRealStatusOrDefault(
|
||
null,
|
||
'def'
|
||
),
|
||
0
|
||
);
|
||
if (damage < 0) damage = 0;
|
||
type[currloc] = type[currloc] || {};
|
||
type[currloc]['射击伤害'] = true;
|
||
}
|
||
}
|
||
}
|
||
|
||
// 电摇嘲讽
|
||
if (enemy && core.hasSpecial(enemy.special, 19)) {
|
||
for (let nx = 0; nx < width; nx++) {
|
||
if (!core.noPass(nx, y, floorId)) {
|
||
mockery[`${nx},${y}`] ??= [];
|
||
mockery[`${nx},${y}`].push([x, y]);
|
||
}
|
||
}
|
||
for (let ny = 0; ny < height; ny++) {
|
||
if (!core.noPass(x, ny, floorId)) {
|
||
mockery[`${x},${ny}`] ??= [];
|
||
mockery[`${x},${ny}`].push([x, y]);
|
||
}
|
||
}
|
||
}
|
||
|
||
// 检查地图范围类技能
|
||
var specialFlag = core.getSpecialFlag(enemy);
|
||
if (specialFlag & 1) needCache = true;
|
||
if (core.status.event.id == 'viewMaps') needCache = true;
|
||
if (
|
||
(core.status.event.id == 'book' ||
|
||
core.status.event.id == 'bool-detail') &&
|
||
core.status.event.ui
|
||
)
|
||
needCache = true;
|
||
if (specialFlag & 2) haveHunt = true;
|
||
|
||
// 检查范围光环
|
||
if (enemy) {
|
||
if (!(enemy.special instanceof Array)) continue;
|
||
for (const num of enemy.special) {
|
||
if (num in haloMap) {
|
||
halo[loc] ??= [];
|
||
halo[loc].push(...haloMap[num]);
|
||
}
|
||
}
|
||
}
|
||
}
|
||
|
||
// 融化怪
|
||
if (core.has(flags[`melt_${floorId}`])) {
|
||
Object.keys(flags[`melt_${floorId}`]).forEach(v => {
|
||
needCache = true;
|
||
halo[v] ??= [];
|
||
halo[v].push('square:3:purple');
|
||
});
|
||
}
|
||
|
||
core.flags.canGoDeadZone = canGoDeadZone;
|
||
core.status.checkBlock = {
|
||
damage: damage,
|
||
type: type,
|
||
repulse: repulse,
|
||
mockery,
|
||
needCache: needCache,
|
||
cache: {}, // clear cache
|
||
haveHunt: haveHunt,
|
||
halo
|
||
};
|
||
},
|
||
moveOneStep: function (callback) {
|
||
// 勇士每走一步后执行的操作。callback为行走完毕后的回调
|
||
// 这个函数执行在“刚走完”的时候,即还没有检查该点的事件和领域伤害等。
|
||
// 请注意:瞬间移动不会执行该函数。如果要控制能否瞬间移动有三种方法:
|
||
// 1. 将全塔属性中的cannotMoveDirectly这个开关勾上,即可在全塔中全程禁止使用瞬移。
|
||
// 2, 将楼层属性中的cannotMoveDirectly这个开关勾上,即禁止在该层楼使用瞬移。
|
||
// 3. 将flag:cannotMoveDirectly置为true,即可使用flag控制在某段剧情范围内禁止瞬移。
|
||
|
||
const { checkLoopMap } = core.plugin.loopMap;
|
||
|
||
// 增加步数
|
||
core.status.hero.steps++;
|
||
// 更新跟随者状态,并绘制
|
||
core.updateFollowers();
|
||
core.drawHero();
|
||
|
||
// 从v2.7开始,每一步行走不会再刷新状态栏。
|
||
// 如果有特殊要求(如每走一步都加buff之类),可手动取消注释下面这一句:
|
||
// core.updateStatusBar(true);
|
||
|
||
// 检查自动事件
|
||
core.checkAutoEvents();
|
||
|
||
// ------ 检查目标点事件 ------ //
|
||
// 无事件的道具(如血瓶)需要优先于阻激夹域判定
|
||
var nowx = core.getHeroLoc('x'),
|
||
nowy = core.getHeroLoc('y');
|
||
var block = core.getBlock(nowx, nowy);
|
||
var hasTrigger = false;
|
||
if (
|
||
block != null &&
|
||
block.event.trigger == 'getItem' &&
|
||
!core.floors[core.status.floorId].afterGetItem[
|
||
nowx + ',' + nowy
|
||
]
|
||
) {
|
||
hasTrigger = true;
|
||
core.trigger(nowx, nowy, callback);
|
||
}
|
||
// 执行目标点的阻激夹域事件
|
||
core.checkBlock();
|
||
|
||
if (!hasTrigger) core.trigger(nowx, nowy, callback);
|
||
|
||
// 检查该点是否是滑冰
|
||
if (core.onSki()) {
|
||
// 延迟到事件最后执行,因为这之前可能有阻激夹域动画
|
||
core.insertAction(
|
||
{ type: 'moveAction' },
|
||
null,
|
||
null,
|
||
null,
|
||
true
|
||
);
|
||
}
|
||
|
||
checkLoopMap();
|
||
|
||
// 追猎
|
||
if (
|
||
core.status.checkBlock.haveHunt &&
|
||
!core
|
||
.getBlockId(core.status.hero.loc.x, core.status.hero.loc.y)
|
||
?.endsWith('Portal')
|
||
) {
|
||
var x = core.status.hero.loc.x,
|
||
y = core.status.hero.loc.y;
|
||
core.status.maps[core.status.floorId].blocks.forEach(function (
|
||
block
|
||
) {
|
||
if (block.x != x && block.y != y) return;
|
||
var id = block.event.id,
|
||
enemy = core.material.enemys[id];
|
||
if (enemy && core.hasSpecial(enemy.special, 12)) {
|
||
var nx = block.x,
|
||
ny = block.y;
|
||
var dx = Math.abs(x - nx),
|
||
dy = Math.abs(y - ny);
|
||
if (x == block.x) {
|
||
if (
|
||
y > block.y &&
|
||
!core.noPass(block.x, block.y + 1) &&
|
||
core.getBlockCls(block.x, block.y + 1) !=
|
||
'items'
|
||
) {
|
||
dy--;
|
||
ny++;
|
||
core.insertAction([
|
||
{
|
||
type: 'move',
|
||
loc: [block.x, block.y],
|
||
time: 200,
|
||
keep: true,
|
||
steps: ['down:1']
|
||
},
|
||
{
|
||
type: 'if',
|
||
condition: dy + '<=1',
|
||
true: [
|
||
{ type: 'battle', loc: [nx, ny] }
|
||
]
|
||
}
|
||
]);
|
||
}
|
||
if (
|
||
y < block.y &&
|
||
!core.noPass(block.x, block.y - 1) &&
|
||
core.getBlockCls(block.x, block.y - 1) !=
|
||
'items'
|
||
) {
|
||
dy--;
|
||
ny--;
|
||
core.insertAction([
|
||
{
|
||
type: 'move',
|
||
loc: [block.x, block.y],
|
||
time: 200,
|
||
keep: true,
|
||
steps: ['up:1']
|
||
},
|
||
{
|
||
type: 'if',
|
||
condition: dy + '<=1',
|
||
true: [
|
||
{ type: 'battle', loc: [nx, ny] }
|
||
]
|
||
}
|
||
]);
|
||
}
|
||
} else {
|
||
if (
|
||
x > block.x &&
|
||
!core.noPass(block.x + 1, block.y) &&
|
||
core.getBlockCls(block.x + 1, block.y) !=
|
||
'items'
|
||
) {
|
||
dx--;
|
||
nx++;
|
||
core.insertAction([
|
||
{
|
||
type: 'move',
|
||
loc: [block.x, block.y],
|
||
time: 200,
|
||
keep: true,
|
||
steps: ['right:1']
|
||
},
|
||
{
|
||
type: 'if',
|
||
condition: dx + '<=1',
|
||
true: [
|
||
{ type: 'battle', loc: [nx, ny] }
|
||
]
|
||
}
|
||
]);
|
||
}
|
||
if (
|
||
x < block.x &&
|
||
!core.noPass(block.x - 1, block.y) &&
|
||
core.getBlockCls(block.x - 1, block.y) !=
|
||
'items'
|
||
) {
|
||
dx--;
|
||
nx--;
|
||
core.insertAction([
|
||
{
|
||
type: 'move',
|
||
loc: [block.x, block.y],
|
||
time: 200,
|
||
keep: true,
|
||
steps: ['left:1']
|
||
},
|
||
{
|
||
type: 'if',
|
||
condition: dx + '<=1',
|
||
true: [
|
||
{ type: 'battle', loc: [nx, ny] }
|
||
]
|
||
}
|
||
]);
|
||
}
|
||
}
|
||
}
|
||
});
|
||
}
|
||
|
||
// 如需强行终止行走可以在这里条件判定:
|
||
// core.stopAutomaticRoute();
|
||
},
|
||
moveDirectly: function (x, y, ignoreSteps) {
|
||
// 瞬间移动;x,y为要瞬间移动的点;ignoreSteps为减少的步数,可能之前已经被计算过
|
||
// 返回true代表成功瞬移,false代表没有成功瞬移
|
||
|
||
// 判定能否瞬移到该点
|
||
if (ignoreSteps == null) ignoreSteps = core.canMoveDirectly(x, y);
|
||
if (core.status.checkBlock.haveHunt) return false;
|
||
if (ignoreSteps >= 0) {
|
||
core.clearMap('hero');
|
||
// 获得勇士最后的朝向
|
||
var lastDirection =
|
||
core.status.route[core.status.route.length - 1];
|
||
if (['left', 'right', 'up', 'down'].indexOf(lastDirection) >= 0)
|
||
core.setHeroLoc('direction', lastDirection);
|
||
// 设置坐标,并绘制
|
||
core.setHeroLoc('x', x);
|
||
core.setHeroLoc('y', y);
|
||
core.drawHero();
|
||
// 记录录像
|
||
core.status.route.push('move:' + x + ':' + y);
|
||
// 统计信息
|
||
core.status.hero.statistics.moveDirectly++;
|
||
core.status.hero.statistics.ignoreSteps += ignoreSteps;
|
||
if (core.hasFlag('poison')) {
|
||
core.updateStatusBar(false, true);
|
||
}
|
||
core.checkRouteFolding();
|
||
return true;
|
||
}
|
||
return false;
|
||
}
|
||
},
|
||
ui: {
|
||
drawStatistics: function () {
|
||
// 浏览地图时参与的统计项目
|
||
|
||
return [
|
||
'yellowDoor',
|
||
'blueDoor',
|
||
'redDoor',
|
||
'greenDoor',
|
||
'steelDoor',
|
||
'yellowKey',
|
||
'blueKey',
|
||
'redKey',
|
||
'greenKey',
|
||
'steelKey',
|
||
'redGem',
|
||
'blueGem',
|
||
'greenGem',
|
||
'yellowGem',
|
||
'redPotion',
|
||
'bluePotion',
|
||
'greenPotion',
|
||
'yellowPotion',
|
||
'superPotion',
|
||
'pickaxe',
|
||
'bomb',
|
||
'centerFly',
|
||
'icePickaxe',
|
||
'freezeBadge',
|
||
'earthquake',
|
||
'upFly',
|
||
'downFly',
|
||
'jumpShoes',
|
||
'lifeWand',
|
||
'poisonWine',
|
||
'weakWine',
|
||
'curseWine',
|
||
'superWine',
|
||
'sword1',
|
||
'sword2',
|
||
'sword3',
|
||
'sword4',
|
||
'sword5',
|
||
'shield1',
|
||
'shield2',
|
||
'shield3',
|
||
'shield4',
|
||
'shield5'
|
||
// 在这里可以增加新的ID来进行统计个数,只能增加道具ID
|
||
];
|
||
}
|
||
}
|
||
};
|