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 () { "属性映射": function () {
// 在此增加新插件 // 在此增加新插件
this.statusEquip = function () { this.statusEquip = function () {
const hero = core.status.hero; 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 //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 //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 //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 //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 //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 //主武器效果
if (core.getEquip[0]) { if (core.getEquip[0]) {
switch (core.getEquip[0]) { switch (core.getEquip[0]) {
case "sword1": case "sword1":
hero.atk = hero.str + hero.agi; hero.atk = hero.str + hero.agi;
hero.magic = false; hero.magic = false;
break; break;
} case "twoHandedSword1":
} hero.atk = Math.floor(hero.str * 2 + hero.con / 10);
//副手效果 hero.magic = false;
if (core.getEquip[1]) { break;
switch (core.getEquip[1]) { case "wand1":
case "sword1": hero.atk = hero.str + hero.int;
hero.atk += hero.agi; hero.magic = true;
break; break;
} case "knife1":
} hero.atk = Math.floor(hero.agi * 1.2);
//防具效果 hero.speed = hero.agi * 2 + hero.int;
if (core.getEquip[2]) { hero.magic = false;
switch (core.getEquip[2]) { break;
case "sword1": }
hero.def = hero.con + hero.agi; }
hero.hpmax = 2.5 * hero.con; //副手效果
break; if (core.getEquip[1]) {
} switch (core.getEquip[1]) {
} case "sword1":
//饰品效果 hero.atk += hero.agi;
if (core.getEquip[3]) { break;
switch (core.getEquip[3]) { case "knife1":
case "sword1": hero.speed += Math.floor(hero.agi * 0.6);
hero.speed += 0.4 * hero.int + 0.6 * hero.agi; if (core.getEquip[0] === "knife1") {
break; hero.atk += Math.floor(hero.agi * 0.6);
} }
} break;
}; }
this.updateStatus = function () { }
const hero = core.status.hero; //防具效果
//默认映射关系 if (core.getEquip[2]) {
hero.hpmax = hero.str * 50 + hero.con * 50; switch (core.getEquip[2]) {
hero.atk = hero.str * 0.5 + hero.int * 0.5; case "armor1":
hero.manamax = hero.agi * 0.5 + hero.int * 0.5; hero.def = hero.con + hero.agi;
hero.def = hero.con * 0.5 + hero.agi * 0.5; hero.hpmax = Math.floor(2.5 * hero.con);
hero.mdef = hero.con * 0.5 + hero.int * 0.5; break;
hero.speed = hero.str * 0.5 + hero.agi * 0.5; case "armor2":
hero.magic = false; hero.mdef = hero.con + hero.int;
this.statusEquip(); //处理装备效果 hero.hpmax = hero.con * 2 + hero.int;
for (let v in hero) { break;
//归整 }
if (typeof hero[v] === "number") { }
hero[v] = Math.floor(hero[v]); //饰品效果
} if (core.getEquip[3]) {
} switch (core.getEquip[3]) {
hero.hp = Math.min(hero.hp, hero.hpmax); case "jewel1":
hero.mana = Math.min(hero.mana, hero.manamax); hero.speed += Math.floor(0.4 * hero.int + 0.6 * hero.agi);
core.status.hero = hero; 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 () { "回合制boss战": function () {
// 在此增加新插件 // 在此增加新插件
const boss = document.createElement("canvas"); //boss战画布设置 const boss = document.createElement("canvas"); //boss战画布设置