From 050c0926a5c9e50bafa2f3bf18d2018348c9a548 Mon Sep 17 00:00:00 2001 From: egamerainy1022 Date: Sun, 12 Jan 2025 20:11:58 +0800 Subject: [PATCH] =?UTF-8?q?=E5=AE=9A=E4=B9=89=E5=85=A8=E9=83=A8=E5=9F=BA?= =?UTF-8?q?=E7=A1=80=E8=A3=85=E5=A4=87?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- project/plugins.js | 153 ++++++++++++++++++++++++++------------------- 1 file changed, 88 insertions(+), 65 deletions(-) diff --git a/project/plugins.js b/project/plugins.js index 009016c..37f1b38 100644 --- a/project/plugins.js +++ b/project/plugins.js @@ -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