拯救被启动服务污染的插件
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@ -1555,9 +1555,9 @@ var data_a1e2fb4a_e986_4524_b0da_9b7ba7c0874d =
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"followers": [],
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"steps": 0,
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"matk": 0,
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"spell": 0,
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"spell": 100,
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"spelldef": 0,
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"mhp": 0
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"mhp": 42
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},
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"startCanvas": [
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{
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@ -1062,7 +1062,7 @@ var functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a =
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let per_damage = Math.max(enemyinfo.atk - heroinfo.def, 0),
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per_mdamage = Math.floor(enemyinfo.spell * (100 - heroinfo.mdef) / 100);
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//这里记录伤害触发后的属性变化和动画,同时计入diff、damage
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//这里记录伤害触发后的属性变化和动画,同时计入diff、damage(不要在此直接修改heroinfo和enemyinfo)
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if (core.hasSpecial(mon_special, 6)) {
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hero_damage += per_damage * enemy.n + per_mdamage * enemy.n
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} else {
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@ -1071,12 +1071,14 @@ var functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a =
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let animate = core.plugin.enemyanimate[enemy.id] ?? "sword"
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//这里可通过if更改默认的怪物攻击特效
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hero_animate.push(animate) //勇士身上绘制sword动画
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if (heroinfo.mhp - hero_damage >= 0) {
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heroinfo.mhp = heroinfo.mhp - hero_damage
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if (heroinfo.mhp + (hero_diff.mhp ?? 0) - hero_damage >= 0) {
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hero_diff.mhp = (hero_diff.mhp ?? 0) - hero_damage
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hero_damage = 0
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hero_diff.hp = (hero_diff.hp ?? 0) - hero_damage
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} else {
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hero_damage -= heroinfo.mhp
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heroinfo.hp -= hero_damage
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hero_damage -= heroinfo.mhp + (hero_diff.mhp ?? 0)
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hero_diff.mhp = (hero_diff.mhp ?? 0) - heroinfo.mhp - (hero_diff.mhp ?? 0)
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hero_diff.hp = (hero_diff.hp ?? 0) - hero_damage
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}
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@ -1089,7 +1091,7 @@ var functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a =
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if (v.onAttack) {
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let mon_damage = 0
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let hero_damage = 0
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//这里写生效装备的技能效果,同时对双方属性的修改计入diff
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//这里写生效装备的技能效果,同时对双方属性的修改计入diff(不要在此直接修改heroinfo和enemyinfo)
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let animate = core.plugin.equipanimate[v.id] ?? "sword"
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//这里可通过if更改默认的道具特效
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enemy_animate.push(animate) //勇士身上绘制动画
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@ -1104,6 +1106,13 @@ var functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a =
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enemyDiffList.push(enemy_diff)
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heroanimateList.push(hero_animate)
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enemyanimateList.push(enemy_animate)
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//处理属性变化
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for (let v in hero_diff) {
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heroinfo[v] += hero_diff[v]
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}
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for (let v in enemy_diff) {
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enemyinfo[v] += enemy_diff[v]
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}
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continue //进入下一循环
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}
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heroinfo.now += heroinfo.speed
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@ -1124,12 +1133,12 @@ var functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a =
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let per_damage = Math.max(heroinfo.atk - enemyinfo.def, 0)
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let per_mdamage = Math.max(Math.floor(heroinfo.matk * (100 - enemyinfo.mdef) / 100), 0)
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mon_damage = per_damage + per_mdamage
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//这里记录伤害触发后的属性变化和动画,同时计入diff
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//这里记录伤害触发后的属性变化和动画,同时计入diff(不要在此直接修改heroinfo和enemyinfo)
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let animate = core.plugin.heroanimate[equip0] ?? "sword"
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//这里可通过if更改默认的武器攻击特效
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enemy_animate.push(animate)
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enemyinfo.hp -= mon_damage
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enemy_diff.hp = (enemy_diff.hp ?? 0) - mon_damage
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heroinfo.now -= oneTurn
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hero_turn++
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@ -1145,7 +1154,7 @@ var functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a =
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let per_damage = Math.max(enemyinfo.atk - heroinfo.def, 0),
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per_mdamage = Math.floor(enemyinfo.spell * (100 - heroinfo.mdef) / 100);
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//这里记录伤害触发后的属性变化和动画,同时计入diff、damage
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//这里记录伤害触发后的属性变化和动画,同时计入diff、damage(不要在此直接修改heroinfo和enemyinfo)
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if (core.hasSpecial(mon_special, 6)) {
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hero_damage += per_damage * enemy.n + per_mdamage * enemy.n
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} else {
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@ -1154,12 +1163,14 @@ var functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a =
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let animate = core.plugin.enemyanimate[enemy.id] ?? "sword"
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//这里可通过if更改默认的怪物攻击特效
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hero_animate.push(animate) //勇士身上绘制sword动画
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if (heroinfo.mhp - hero_damage >= 0) {
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heroinfo.mhp = heroinfo.mhp - hero_damage
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if (heroinfo.mhp + (hero_diff.mhp ?? 0) - hero_damage >= 0) {
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hero_diff.mhp = (hero_diff.mhp ?? 0) - hero_damage
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hero_damage = 0
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hero_diff.hp = (hero_diff.hp ?? 0) - hero_damage
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} else {
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hero_damage -= heroinfo.mhp
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heroinfo.hp -= hero_damage
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hero_damage -= heroinfo.mhp + (hero_diff.mhp ?? 0)
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hero_diff.mhp = (hero_diff.mhp ?? 0) - heroinfo.mhp - (hero_diff.mhp ?? 0)
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hero_diff.hp = (hero_diff.hp ?? 0) - hero_damage
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}
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@ -1172,7 +1183,7 @@ var functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a =
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if (v.now >= oneTurn) {
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let mon_damage = 0
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let hero_damage = 0
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//这里写生效装备的技能效果,同时对双方属性的修改计入diff
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//这里写生效装备的技能效果,同时对双方属性的修改计入diff(不要在此直接修改heroinfo和enemyinfo)
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let animate = core.plugin.equipanimate[v.id] ?? "sword"
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//这里可通过if更改默认的道具特效
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enemy_animate.push(animate) //怪物身上绘制动画
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@ -1188,6 +1199,13 @@ var functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a =
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enemyDiffList.push(enemy_diff)
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heroanimateList.push(hero_animate)
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enemyanimateList.push(enemy_animate)
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//处理属性变化
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for (let v in hero_diff) {
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heroinfo[v] += hero_diff[v]
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}
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for (let v in enemy_diff) {
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enemyinfo[v] += enemy_diff[v]
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}
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let a = hero_turn % 50 //出手50回合怪物生命未降低直接判负,避免死循环
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if (a === 0) {
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if (enemyinfo.hp >= beforehp) {
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@ -304,8 +304,6 @@ var plugins_bb40132b_638b_4a9f_b028_d3fe47acc8d1 =
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ctx.fillRect(0, 0, ctx.canvas.width, ctx.canvas.height);
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lightDec = core.clamp(lightDec, 0, 1);
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// 绘制每个灯光效果
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ctx.globalCompositeOperation = "destination-out";
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lights.forEach(function (light) {
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// 坐标,半径,中心不透明度
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