定义全部基础装备

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egamerainy1022 2025-01-12 20:11:58 +08:00
parent e9feb88ff4
commit 050c0926a5

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@ -13828,71 +13828,94 @@ var plugins_bb40132b_638b_4a9f_b028_d3fe47acc8d1 =
};
},
"属性映射": function () {
// 在此增加新插件
this.statusEquip = function () {
const hero = core.status.hero;
//装备具体效果在这里写道具填写道具类型为equip并选择装备类型道具的装备属性中装备类型遵循以下填写方式
//固定装备孔的填写0/1/2/3分别对应主手、副手、防具、饰品
//主副手同时可使用的,填写 武器
//具体的换装时装备切换操作写在新道具栏/物品栏插件
//当前仅完善法杖、单手剑、双手剑、匕首、盾牌的多孔切换操作
//主武器效果
if (core.getEquip[0]) {
switch (core.getEquip[0]) {
case "sword1":
hero.atk = hero.str + hero.agi;
hero.magic = false;
break;
}
}
//副手效果
if (core.getEquip[1]) {
switch (core.getEquip[1]) {
case "sword1":
hero.atk += hero.agi;
break;
}
}
//防具效果
if (core.getEquip[2]) {
switch (core.getEquip[2]) {
case "sword1":
hero.def = hero.con + hero.agi;
hero.hpmax = 2.5 * hero.con;
break;
}
}
//饰品效果
if (core.getEquip[3]) {
switch (core.getEquip[3]) {
case "sword1":
hero.speed += 0.4 * hero.int + 0.6 * hero.agi;
break;
}
}
};
this.updateStatus = function () {
const hero = core.status.hero;
//默认映射关系
hero.hpmax = hero.str * 50 + hero.con * 50;
hero.atk = hero.str * 0.5 + hero.int * 0.5;
hero.manamax = hero.agi * 0.5 + hero.int * 0.5;
hero.def = hero.con * 0.5 + hero.agi * 0.5;
hero.mdef = hero.con * 0.5 + hero.int * 0.5;
hero.speed = hero.str * 0.5 + hero.agi * 0.5;
hero.magic = false;
this.statusEquip(); //处理装备效果
for (let v in hero) {
//归整
if (typeof hero[v] === "number") {
hero[v] = Math.floor(hero[v]);
}
}
hero.hp = Math.min(hero.hp, hero.hpmax);
hero.mana = Math.min(hero.mana, hero.manamax);
core.status.hero = hero;
};
},
// 在此增加新插件
this.statusEquip = function () {
const hero = core.status.hero;
//装备具体效果在这里写道具填写道具类型为equip并选择装备类型道具的装备属性中装备类型遵循以下填写方式
//固定装备孔的填写0/1/2/3分别对应主手、副手、防具、饰品
//主副手同时可使用的,填写 武器
//具体的换装时装备切换操作写在新道具栏/物品栏插件
//当前仅完善法杖、单手剑、双手剑、匕首、盾牌的多孔切换操作
//主武器效果
if (core.getEquip[0]) {
switch (core.getEquip[0]) {
case "sword1":
hero.atk = hero.str + hero.agi;
hero.magic = false;
break;
case "twoHandedSword1":
hero.atk = Math.floor(hero.str * 2 + hero.con / 10);
hero.magic = false;
break;
case "wand1":
hero.atk = hero.str + hero.int;
hero.magic = true;
break;
case "knife1":
hero.atk = Math.floor(hero.agi * 1.2);
hero.speed = hero.agi * 2 + hero.int;
hero.magic = false;
break;
}
}
//副手效果
if (core.getEquip[1]) {
switch (core.getEquip[1]) {
case "sword1":
hero.atk += hero.agi;
break;
case "knife1":
hero.speed += Math.floor(hero.agi * 0.6);
if (core.getEquip[0] === "knife1") {
hero.atk += Math.floor(hero.agi * 0.6);
}
break;
}
}
//防具效果
if (core.getEquip[2]) {
switch (core.getEquip[2]) {
case "armor1":
hero.def = hero.con + hero.agi;
hero.hpmax = Math.floor(2.5 * hero.con);
break;
case "armor2":
hero.mdef = hero.con + hero.int;
hero.hpmax = hero.con * 2 + hero.int;
break;
}
}
//饰品效果
if (core.getEquip[3]) {
switch (core.getEquip[3]) {
case "jewel1":
hero.speed += Math.floor(0.4 * hero.int + 0.6 * hero.agi);
break;
}
}
};
this.updateStatus = function () {
const hero = core.status.hero;
//默认映射关系
hero.hpmax = hero.str * 100 + hero.con * 100;
hero.atk = hero.str + hero.int;
hero.manamax = hero.agi + hero.int;
hero.def = hero.con + hero.agi;
hero.mdef = hero.con + hero.int;
hero.speed = hero.str + hero.agi;
hero.magic = false;
this.statusEquip(); //处理装备效果
for (let v in hero) {
//归整
if (typeof hero[v] === "number") {
hero[v] = Math.floor(hero[v]);
}
}
hero.hp = Math.min(hero.hp, hero.hpmax);
hero.mana = Math.min(hero.mana, hero.manamax);
core.status.hero = hero;
};
},
"回合制boss战": function () {
// 在此增加新插件
const boss = document.createElement("canvas"); //boss战画布设置