diff --git a/libs/core.js b/libs/core.js index f923c6e..25c277f 100644 --- a/libs/core.js +++ b/libs/core.js @@ -11,7 +11,7 @@ // const core = (() => { function core () { - this.version=1.00 + this.version=2.05 this._WIDTH_ = 13; this._HEIGHT_ = 13; this._PX_ = this._WIDTH_ * 32; diff --git a/project/functions.js b/project/functions.js index 4daca93..7a1d7b0 100644 --- a/project/functions.js +++ b/project/functions.js @@ -546,6 +546,7 @@ var functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a = if (flags.speedmax === 26) { hero.atk += flags.ratio hero.def += flags.ratio + flags.speedmax = 0 core.drawTip("通过技能增加了" + flags.ratio + "攻防") } } @@ -776,14 +777,8 @@ var functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a = // 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('Gem') || itemId.endsWith('Gem2') || itemId.endsWith('Gem3') || itemId.endsWith('Gem4')) { - let R let GEM = flags.gemRandom?.[x + "-" + y + "-" + core.status.floorId] || 1 - if (flags.MapStatus?.Map === "魔法学院" && core.status.floorId.startsWith("MAR")) GEM *= 2 - if (flags.MapStatus?.Choose === "Mamushi") { - R = Boolean(core.rand(2)) - if (R) GEM *= 3 - else GEM *= -1 - } + if (flags.MapStatus?.Choose === "Mamushi") GEM *= core.rand(5) - 1 if (itemId.startsWith("red")) { hero.atk += GEM core.drawTip("获得" + core.material.items[itemId].name + ",攻击力提升" + GEM + "点", itemId) @@ -800,13 +795,13 @@ var functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a = if (itemId.endsWith('Potion') && core.material.items[itemId].cls == 'items') { if (flags.MapStatus?.Choose === "Mamushi") { - if (Boolean(core.rand(2))) { - hero.hp += flags.DPS * 2 - core.drawTip("受地图效果影响,额外回复" + flags.DPS * 2 + "生命") + let R = core.rand(5) - 2 + hero.hp += flags.DPS * R + if (R >= 0) { + core.drawTip("受地图效果影响,额外回复" + flags.DPS * R + "生命") core.playSound('回血'); } else { - hero.hp -= flags.DPS * 2 - core.drawTip("受地图效果影响,失去" + flags.DPS * 2 + "生命") + core.drawTip("受地图效果影响,失去" + flags.DPS * R * -1 + "生命") core.playSound('攻击'); if (hero.hp <= 0) core.lose("迷失") } diff --git a/project/plugins.js b/project/plugins.js index 098faa1..d096ead 100644 --- a/project/plugins.js +++ b/project/plugins.js @@ -20165,6 +20165,7 @@ var plugins_bb40132b_638b_4a9f_b028_d3fe47acc8d1 = this.randDEF = 0; this.全力攻击 = false; this.遥控骰子 = false; + this.usecard = false; // 战斗变量 this.ATKbet = 0; @@ -20398,6 +20399,7 @@ var plugins_bb40132b_638b_4a9f_b028_d3fe47acc8d1 = if (this.isReplay) { playerAction.card.forEach(v => { this.costdown(this.cards[v]) + this.usecard = true this.cards.splice(v, 1) }) } @@ -20484,7 +20486,7 @@ var plugins_bb40132b_638b_4a9f_b028_d3fe47acc8d1 = } this.update() return - } else if (inRect(px, py, 400, 220, 130, 28) && this.minATK === 0 && this.minDEF === 0) { + } else if (inRect(px, py, 400, 220, 130, 28) && !this.usecard) { action = { type: "PLAYER_TURN", action: "SKIP" } } else if (inRect(px, py, 550, 220, 110, 28)) { @@ -20507,7 +20509,7 @@ var plugins_bb40132b_638b_4a9f_b028_d3fe47acc8d1 = this.cards.splice(index, 1) this.update() return - } else if (inRect(px, py, 187, 312.66, 113, 28) && this.minATK === 0 && this.minDEF === 0) action = { type: "PLAYER_TURN", action: "SKIP" } + } else if (inRect(px, py, 187, 312.66, 113, 28) && !this.usecard) action = { type: "PLAYER_TURN", action: "SKIP" } else if (inRect(px, py, 303, 312.66, 110, 28)) action = { type: "PLAYER_TURN", card: card, action: "ATTACK" } else return } else { @@ -20518,7 +20520,7 @@ var plugins_bb40132b_638b_4a9f_b028_d3fe47acc8d1 = this.cards.splice(index, 1) this.update() return - } else if (inRect(px, py, 187, 478.53, 113, 28) && this.minATK === 0 && this.minDEF === 0) action = { type: "PLAYER_TURN", action: "SKIP" } + } else if (inRect(px, py, 187, 478.53, 113, 28) && !this.usecard) action = { type: "PLAYER_TURN", action: "SKIP" } else if (inRect(px, py, 303, 478.53, 110, 28)) action = { type: "PLAYER_TURN", card: card, action: "ATTACK" } else return } @@ -20676,7 +20678,7 @@ var plugins_bb40132b_638b_4a9f_b028_d3fe47acc8d1 = flags.health.count += flags.health.upbuff; this.hero_hp += flags.health.count; this.minATK = this.minDEF = this.maxATK = this.maxDEF = this.hero_atk_status = this.hero_def_status = this.oneTurnDamage = 0; - this.全力攻击 = this.遥控骰子 = false; + this.全力攻击 = this.遥控骰子 = this.usecard = false; // 星光锤战斗扣除 money 结算 @@ -20778,7 +20780,7 @@ var plugins_bb40132b_638b_4a9f_b028_d3fe47acc8d1 = if (i < hero.cost) core.drawIcon(ctx5, "AttackCost", 10 + i * 22, 225, 20, 20) else core.drawIcon(ctx5, "EmptyCost", 11 + i * 22, 226, 18, 18) } - if (this.minATK === 0 && this.minDEF === 0) { + if (!this.usecard) { core.fillRoundRect(ctx5, 400, 220, 130, 28, 14, "#FF2B91") core.strokeRoundRect(ctx5, 400, 220, 130, 28, 14, "#000", 2) core.drawIcon(ctx5, "card", 408, 224, 20, 20) @@ -20815,7 +20817,7 @@ var plugins_bb40132b_638b_4a9f_b028_d3fe47acc8d1 = if (i < hero.cost) core.drawIcon(ctx5, "AttackCost", 6 + i * 22, 317 + costBar, 20, 20) else core.drawIcon(ctx5, "EmptyCost", 7 + i * 22, 318 + costBar, 18, 18) } - if (this.minATK === 0 && this.minDEF === 0) { + if (!this.usecard) { core.fillRoundRect(ctx5, 187, 312.66 + costBar, 113, 28, 14, "#FF2B91") core.strokeRoundRect(ctx5, 187, 312.66 + costBar, 113, 28, 14, "#000", 2) core.drawIcon(ctx5, "card", 192, 316.66 + costBar, 20, 20) @@ -21878,7 +21880,7 @@ ${this.mon_def_status}\\i[def] core.fillBoldText(ctx, "确 定", 280, 354, "#000", "#FFF", 1, "16px STHUPO") core.fillRoundRect(ctx, 495, 175, 175, 70, 8, "rgba(0,0,0,0.3)") core.drawTextContent(ctx, `将挑战\r[#F97B42]天川苍鲤\r -拾取宝石血瓶后额外获得±2倍属性 +拾取宝石血瓶后额外获得-2~+2倍属性 疯狂难度怪物特殊属性-虚影: 战斗回合数<=3时变为7`, { left: 497, @@ -22644,10 +22646,16 @@ ${this.mon_def_status}\\i[def] tabButton3.textContent = '2025.09.04版本更新'; const tabButton4 = document.createElement('button'); - tabButton4.className = 'tab-button active'; + tabButton4.className = 'tab-button'; tabButton4.dataset.tab = 'changelog2'; tabButton4.textContent = '2025.09.21第二次平衡性调整'; + const tabButton5 = document.createElement('button'); + tabButton4.className = 'tab-button active'; + tabButton4.dataset.tab = 'updatethird'; + tabButton4.textContent = '2025.09.28更新'; + + updateLogTabs.appendChild(tabButton5); updateLogTabs.appendChild(tabButton4); updateLogTabs.appendChild(tabButton3); updateLogTabs.appendChild(tabButton1); @@ -22660,7 +22668,7 @@ ${this.mon_def_status}\\i[def] updateLogContent.id = 'updateLogContent'; // 初始化内容 - updateContent('changelog2'); + updateContent('updatethird'); mainContainer.appendChild(updateLogContent); updateLogWindow.appendChild(mainContainer); @@ -22717,10 +22725,21 @@ ${this.mon_def_status}\\i[def] // 更新右侧内容 function updateContent(type) { const contentData = { - changelog2:{ - title: '2025.09.21第二次平衡性调整', - sections: [ + updatethird: { + title: '2025.09.28更新', + sections: [{ + title: '■ BUG修复', + content: '

修复了茉莉战后被动只生效一次的问题
修复魔法学院宝石异常问题
修复BOSS战出牌后仍能跳过回合的问题

' + }, { + title: '■ 地图机制调整', + content: '

在龙宫游乐园帮助天川真梦梓时,宝石血瓶变为更平和

' + }, + ] + }, + changelog2: { + title: '2025.09.21第二次平衡性调整', + sections: [{ title: "■ BOSS战筹码运行机制公开", content: '' },