debug:茉莉被动只生效1次问题
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8f8af21cd8
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@ -11,7 +11,7 @@
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// const core = (() => {
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function core () {
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this.version=1.00
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this.version=2.05
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this._WIDTH_ = 13;
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this._HEIGHT_ = 13;
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this._PX_ = this._WIDTH_ * 32;
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@ -546,6 +546,7 @@ var functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a =
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if (flags.speedmax === 26) {
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hero.atk += flags.ratio
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hero.def += flags.ratio
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flags.speedmax = 0
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core.drawTip("通过技能增加了" + flags.ratio + "攻防")
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}
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}
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@ -776,14 +777,8 @@ var functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a =
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// itemId:获得的道具ID;x和y是该道具所在的坐标
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// isGentleClick:是否是轻按触发的
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if (itemId.endsWith('Gem') || itemId.endsWith('Gem2') || itemId.endsWith('Gem3') || itemId.endsWith('Gem4')) {
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let R
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let GEM = flags.gemRandom?.[x + "-" + y + "-" + core.status.floorId] || 1
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if (flags.MapStatus?.Map === "魔法学院" && core.status.floorId.startsWith("MAR")) GEM *= 2
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if (flags.MapStatus?.Choose === "Mamushi") {
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R = Boolean(core.rand(2))
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if (R) GEM *= 3
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else GEM *= -1
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}
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if (flags.MapStatus?.Choose === "Mamushi") GEM *= core.rand(5) - 1
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if (itemId.startsWith("red")) {
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hero.atk += GEM
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core.drawTip("获得" + core.material.items[itemId].name + ",攻击力提升" + GEM + "点", itemId)
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@ -800,13 +795,13 @@ var functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a =
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if (itemId.endsWith('Potion') && core.material.items[itemId].cls == 'items') {
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if (flags.MapStatus?.Choose === "Mamushi") {
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if (Boolean(core.rand(2))) {
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hero.hp += flags.DPS * 2
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core.drawTip("受地图效果影响,额外回复" + flags.DPS * 2 + "生命")
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let R = core.rand(5) - 2
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hero.hp += flags.DPS * R
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if (R >= 0) {
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core.drawTip("受地图效果影响,额外回复" + flags.DPS * R + "生命")
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core.playSound('回血');
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} else {
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hero.hp -= flags.DPS * 2
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core.drawTip("受地图效果影响,失去" + flags.DPS * 2 + "生命")
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core.drawTip("受地图效果影响,失去" + flags.DPS * R * -1 + "生命")
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core.playSound('攻击');
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if (hero.hp <= 0) core.lose("迷失")
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}
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@ -20165,6 +20165,7 @@ var plugins_bb40132b_638b_4a9f_b028_d3fe47acc8d1 =
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this.randDEF = 0;
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this.全力攻击 = false;
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this.遥控骰子 = false;
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this.usecard = false;
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// 战斗变量
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this.ATKbet = 0;
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@ -20398,6 +20399,7 @@ var plugins_bb40132b_638b_4a9f_b028_d3fe47acc8d1 =
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if (this.isReplay) {
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playerAction.card.forEach(v => {
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this.costdown(this.cards[v])
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this.usecard = true
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this.cards.splice(v, 1)
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})
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}
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@ -20484,7 +20486,7 @@ var plugins_bb40132b_638b_4a9f_b028_d3fe47acc8d1 =
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}
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this.update()
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return
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} else if (inRect(px, py, 400, 220, 130, 28) && this.minATK === 0 && this.minDEF === 0) {
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} else if (inRect(px, py, 400, 220, 130, 28) && !this.usecard) {
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action = { type: "PLAYER_TURN", action: "SKIP" }
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} else if (inRect(px, py, 550, 220, 110, 28)) {
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@ -20507,7 +20509,7 @@ var plugins_bb40132b_638b_4a9f_b028_d3fe47acc8d1 =
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this.cards.splice(index, 1)
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this.update()
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return
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} else if (inRect(px, py, 187, 312.66, 113, 28) && this.minATK === 0 && this.minDEF === 0) action = { type: "PLAYER_TURN", action: "SKIP" }
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} else if (inRect(px, py, 187, 312.66, 113, 28) && !this.usecard) action = { type: "PLAYER_TURN", action: "SKIP" }
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else if (inRect(px, py, 303, 312.66, 110, 28)) action = { type: "PLAYER_TURN", card: card, action: "ATTACK" }
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else return
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} else {
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@ -20518,7 +20520,7 @@ var plugins_bb40132b_638b_4a9f_b028_d3fe47acc8d1 =
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this.cards.splice(index, 1)
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this.update()
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return
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} else if (inRect(px, py, 187, 478.53, 113, 28) && this.minATK === 0 && this.minDEF === 0) action = { type: "PLAYER_TURN", action: "SKIP" }
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} else if (inRect(px, py, 187, 478.53, 113, 28) && !this.usecard) action = { type: "PLAYER_TURN", action: "SKIP" }
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else if (inRect(px, py, 303, 478.53, 110, 28)) action = { type: "PLAYER_TURN", card: card, action: "ATTACK" }
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else return
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}
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@ -20676,7 +20678,7 @@ var plugins_bb40132b_638b_4a9f_b028_d3fe47acc8d1 =
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flags.health.count += flags.health.upbuff;
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this.hero_hp += flags.health.count;
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this.minATK = this.minDEF = this.maxATK = this.maxDEF = this.hero_atk_status = this.hero_def_status = this.oneTurnDamage = 0;
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this.全力攻击 = this.遥控骰子 = false;
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this.全力攻击 = this.遥控骰子 = this.usecard = false;
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// 星光锤战斗扣除 money 结算
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@ -20778,7 +20780,7 @@ var plugins_bb40132b_638b_4a9f_b028_d3fe47acc8d1 =
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if (i < hero.cost) core.drawIcon(ctx5, "AttackCost", 10 + i * 22, 225, 20, 20)
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else core.drawIcon(ctx5, "EmptyCost", 11 + i * 22, 226, 18, 18)
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}
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if (this.minATK === 0 && this.minDEF === 0) {
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if (!this.usecard) {
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core.fillRoundRect(ctx5, 400, 220, 130, 28, 14, "#FF2B91")
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core.strokeRoundRect(ctx5, 400, 220, 130, 28, 14, "#000", 2)
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core.drawIcon(ctx5, "card", 408, 224, 20, 20)
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@ -20815,7 +20817,7 @@ var plugins_bb40132b_638b_4a9f_b028_d3fe47acc8d1 =
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if (i < hero.cost) core.drawIcon(ctx5, "AttackCost", 6 + i * 22, 317 + costBar, 20, 20)
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else core.drawIcon(ctx5, "EmptyCost", 7 + i * 22, 318 + costBar, 18, 18)
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}
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if (this.minATK === 0 && this.minDEF === 0) {
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if (!this.usecard) {
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core.fillRoundRect(ctx5, 187, 312.66 + costBar, 113, 28, 14, "#FF2B91")
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core.strokeRoundRect(ctx5, 187, 312.66 + costBar, 113, 28, 14, "#000", 2)
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core.drawIcon(ctx5, "card", 192, 316.66 + costBar, 20, 20)
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@ -21878,7 +21880,7 @@ ${this.mon_def_status}\\i[def]
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core.fillBoldText(ctx, "确 定", 280, 354, "#000", "#FFF", 1, "16px STHUPO")
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core.fillRoundRect(ctx, 495, 175, 175, 70, 8, "rgba(0,0,0,0.3)")
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core.drawTextContent(ctx, `将挑战\r[#F97B42]天川苍鲤\r
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拾取宝石血瓶后额外获得±2倍属性
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拾取宝石血瓶后额外获得-2~+2倍属性
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疯狂难度怪物特殊属性-虚影:
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战斗回合数<=3时变为7`, {
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left: 497,
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@ -22644,10 +22646,16 @@ ${this.mon_def_status}\\i[def]
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tabButton3.textContent = '2025.09.04版本更新';
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const tabButton4 = document.createElement('button');
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tabButton4.className = 'tab-button active';
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tabButton4.className = 'tab-button';
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tabButton4.dataset.tab = 'changelog2';
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tabButton4.textContent = '2025.09.21第二次平衡性调整';
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const tabButton5 = document.createElement('button');
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tabButton4.className = 'tab-button active';
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tabButton4.dataset.tab = 'updatethird';
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tabButton4.textContent = '2025.09.28更新';
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updateLogTabs.appendChild(tabButton5);
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updateLogTabs.appendChild(tabButton4);
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updateLogTabs.appendChild(tabButton3);
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updateLogTabs.appendChild(tabButton1);
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@ -22660,7 +22668,7 @@ ${this.mon_def_status}\\i[def]
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updateLogContent.id = 'updateLogContent';
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// 初始化内容
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updateContent('changelog2');
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updateContent('updatethird');
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mainContainer.appendChild(updateLogContent);
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updateLogWindow.appendChild(mainContainer);
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@ -22717,10 +22725,21 @@ ${this.mon_def_status}\\i[def]
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// 更新右侧内容
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function updateContent(type) {
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const contentData = {
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updatethird: {
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title: '2025.09.28更新',
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sections: [{
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title: '■ BUG修复',
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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>'
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},
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{
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title: '■ 地图机制调整',
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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>'
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},
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]
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},
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changelog2: {
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title: '2025.09.21第二次平衡性调整',
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sections: [
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{
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sections: [{
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title: "■ BOSS战筹码运行机制公开",
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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>'
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},
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