debug:茉莉被动只生效1次问题

This commit is contained in:
雨下倾听 2025-09-28 00:13:30 +08:00
parent 8f8af21cd8
commit 4c237dd638
3 changed files with 39 additions and 25 deletions

View File

@ -11,7 +11,7 @@
// const core = (() => { // const core = (() => {
function core () { function core () {
this.version=1.00 this.version=2.05
this._WIDTH_ = 13; this._WIDTH_ = 13;
this._HEIGHT_ = 13; this._HEIGHT_ = 13;
this._PX_ = this._WIDTH_ * 32; this._PX_ = this._WIDTH_ * 32;

View File

@ -546,6 +546,7 @@ var functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a =
if (flags.speedmax === 26) { if (flags.speedmax === 26) {
hero.atk += flags.ratio hero.atk += flags.ratio
hero.def += flags.ratio hero.def += flags.ratio
flags.speedmax = 0
core.drawTip("通过技能增加了" + flags.ratio + "攻防") 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IDx和y是该道具所在的坐标 // itemId获得的道具IDx和y是该道具所在的坐标
// isGentleClick是否是轻按触发的 // isGentleClick是否是轻按触发的
if (itemId.endsWith('Gem') || itemId.endsWith('Gem2') || itemId.endsWith('Gem3') || itemId.endsWith('Gem4')) { 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 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") GEM *= core.rand(5) - 1
if (flags.MapStatus?.Choose === "Mamushi") {
R = Boolean(core.rand(2))
if (R) GEM *= 3
else GEM *= -1
}
if (itemId.startsWith("red")) { if (itemId.startsWith("red")) {
hero.atk += GEM hero.atk += GEM
core.drawTip("获得" + core.material.items[itemId].name + ",攻击力提升" + GEM + "点", itemId) 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 (itemId.endsWith('Potion') && core.material.items[itemId].cls == 'items') {
if (flags.MapStatus?.Choose === "Mamushi") { if (flags.MapStatus?.Choose === "Mamushi") {
if (Boolean(core.rand(2))) { let R = core.rand(5) - 2
hero.hp += flags.DPS * 2 hero.hp += flags.DPS * R
core.drawTip("受地图效果影响,额外回复" + flags.DPS * 2 + "生命") 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'); core.playSound('回血');
} else { } else {
hero.hp -= flags.DPS * 2 core.drawTip("受地图效果影响,失去" + flags.DPS * R * -1 + "生命")
core.drawTip("受地图效果影响,失去" + flags.DPS * 2 + "生命")
core.playSound('攻击'); core.playSound('攻击');
if (hero.hp <= 0) core.lose("迷失") if (hero.hp <= 0) core.lose("迷失")
} }

View File

@ -20165,6 +20165,7 @@ var plugins_bb40132b_638b_4a9f_b028_d3fe47acc8d1 =
this.randDEF = 0; this.randDEF = 0;
this.全力攻击 = false; this.全力攻击 = false;
this.遥控骰子 = false; this.遥控骰子 = false;
this.usecard = false;
// 战斗变量 // 战斗变量
this.ATKbet = 0; this.ATKbet = 0;
@ -20398,6 +20399,7 @@ var plugins_bb40132b_638b_4a9f_b028_d3fe47acc8d1 =
if (this.isReplay) { if (this.isReplay) {
playerAction.card.forEach(v => { playerAction.card.forEach(v => {
this.costdown(this.cards[v]) this.costdown(this.cards[v])
this.usecard = true
this.cards.splice(v, 1) this.cards.splice(v, 1)
}) })
} }
@ -20484,7 +20486,7 @@ var plugins_bb40132b_638b_4a9f_b028_d3fe47acc8d1 =
} }
this.update() this.update()
return 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" } action = { type: "PLAYER_TURN", action: "SKIP" }
} else if (inRect(px, py, 550, 220, 110, 28)) { } 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.cards.splice(index, 1)
this.update() this.update()
return 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 if (inRect(px, py, 303, 312.66, 110, 28)) action = { type: "PLAYER_TURN", card: card, action: "ATTACK" }
else return else return
} else { } else {
@ -20518,7 +20520,7 @@ var plugins_bb40132b_638b_4a9f_b028_d3fe47acc8d1 =
this.cards.splice(index, 1) this.cards.splice(index, 1)
this.update() this.update()
return 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 if (inRect(px, py, 303, 478.53, 110, 28)) action = { type: "PLAYER_TURN", card: card, action: "ATTACK" }
else return else return
} }
@ -20676,7 +20678,7 @@ var plugins_bb40132b_638b_4a9f_b028_d3fe47acc8d1 =
flags.health.count += flags.health.upbuff; flags.health.count += flags.health.upbuff;
this.hero_hp += flags.health.count; 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.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 // 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) 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) 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.fillRoundRect(ctx5, 400, 220, 130, 28, 14, "#FF2B91")
core.strokeRoundRect(ctx5, 400, 220, 130, 28, 14, "#000", 2) core.strokeRoundRect(ctx5, 400, 220, 130, 28, 14, "#000", 2)
core.drawIcon(ctx5, "card", 408, 224, 20, 20) 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) 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) 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.fillRoundRect(ctx5, 187, 312.66 + costBar, 113, 28, 14, "#FF2B91")
core.strokeRoundRect(ctx5, 187, 312.66 + costBar, 113, 28, 14, "#000", 2) core.strokeRoundRect(ctx5, 187, 312.66 + costBar, 113, 28, 14, "#000", 2)
core.drawIcon(ctx5, "card", 192, 316.66 + costBar, 20, 20) 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.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.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 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 疯狂难度怪物特殊属性-虚影
战斗回合数<=3时变为7`, { 战斗回合数<=3时变为7`, {
left: 497, left: 497,
@ -22644,10 +22646,16 @@ ${this.mon_def_status}\\i[def]
tabButton3.textContent = '2025.09.04版本更新'; tabButton3.textContent = '2025.09.04版本更新';
const tabButton4 = document.createElement('button'); const tabButton4 = document.createElement('button');
tabButton4.className = 'tab-button active'; tabButton4.className = 'tab-button';
tabButton4.dataset.tab = 'changelog2'; tabButton4.dataset.tab = 'changelog2';
tabButton4.textContent = '2025.09.21第二次平衡性调整'; 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(tabButton4);
updateLogTabs.appendChild(tabButton3); updateLogTabs.appendChild(tabButton3);
updateLogTabs.appendChild(tabButton1); updateLogTabs.appendChild(tabButton1);
@ -22660,7 +22668,7 @@ ${this.mon_def_status}\\i[def]
updateLogContent.id = 'updateLogContent'; updateLogContent.id = 'updateLogContent';
// 初始化内容 // 初始化内容
updateContent('changelog2'); updateContent('updatethird');
mainContainer.appendChild(updateLogContent); mainContainer.appendChild(updateLogContent);
updateLogWindow.appendChild(mainContainer); updateLogWindow.appendChild(mainContainer);
@ -22717,10 +22725,21 @@ ${this.mon_def_status}\\i[def]
// 更新右侧内容 // 更新右侧内容
function updateContent(type) { function updateContent(type) {
const contentData = { const contentData = {
updatethird: {
title: '2025.09.28更新',
sections: [{
title: '■ BUG修复',
content: '<p>修复了茉莉战后被动只生效一次的问题<br>修复魔法学院宝石异常问题<br>修复BOSS战出牌后仍能跳过回合的问题</p>'
},
{
title: '■ 地图机制调整',
content: '<p>在龙宫游乐园帮助天川真梦梓时,宝石血瓶变为更平和</p>'
},
]
},
changelog2: { changelog2: {
title: '2025.09.21第二次平衡性调整', title: '2025.09.21第二次平衡性调整',
sections: [ sections: [{
{
title: "■ BOSS战筹码运行机制公开", title: "■ BOSS战筹码运行机制公开",
content: '<ul><li>词缀</li><p>星光每3回合发放一次星光奖励可用于星币锤伤害计算<br>治愈原每场战斗后的效果在BOSS战变为回合结束时</p><li>筹码</li><p>美工刀/肾上腺素:每回合开始会检测生命值<br>星币锤BOSS战为强制开启每回合都会消耗星币<br>鹰眼瞄具/普通瞄具每回合都会附加标记并重新计算防御加成。鹰眼瞄具在BOSS战效果削弱为标记层数×(2×星星)的算术平方根<br>手电筒回合开始时检测星光数每3回合的星光奖励可触发强光效果</p></ul>' content: '<ul><li>词缀</li><p>星光每3回合发放一次星光奖励可用于星币锤伤害计算<br>治愈原每场战斗后的效果在BOSS战变为回合结束时</p><li>筹码</li><p>美工刀/肾上腺素:每回合开始会检测生命值<br>星币锤BOSS战为强制开启每回合都会消耗星币<br>鹰眼瞄具/普通瞄具每回合都会附加标记并重新计算防御加成。鹰眼瞄具在BOSS战效果削弱为标记层数×(2×星星)的算术平方根<br>手电筒回合开始时检测星光数每3回合的星光奖励可触发强光效果</p></ul>'
}, },