修改战后使用点位属性
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@ -96,154 +96,154 @@ var functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a =
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});
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},
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"changingFloor": function (floorId, heroLoc) {
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// 正在切换楼层过程中执行的操作;此函数的执行时间是“屏幕完全变黑“的那一刻
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// floorId为要切换到的楼层ID;heroLoc表示勇士切换到的位置
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// 正在切换楼层过程中执行的操作;此函数的执行时间是“屏幕完全变黑“的那一刻
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// floorId为要切换到的楼层ID;heroLoc表示勇士切换到的位置
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// ---------- 此时还没有进行切换,当前floorId还是原来的 ---------- //
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var currentId = core.status.floorId || null; // 获得当前的floorId,可能为null
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var fromLoad = core.hasFlag("__fromLoad__"); // 是否是读档造成的切换
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var isFlying = core.hasFlag("__isFlying__"); // 是否是楼传造成的切换
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if (!fromLoad && !(isFlying && currentId == floorId)) {
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if (!core.hasFlag("__leaveLoc__")) core.setFlag("__leaveLoc__", {});
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if (currentId != null)
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core.getFlag("__leaveLoc__")[currentId] = core.clone(
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core.status.hero.loc
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);
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}
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// ---------- 此时还没有进行切换,当前floorId还是原来的 ---------- //
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var currentId = core.status.floorId || null; // 获得当前的floorId,可能为null
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var fromLoad = core.hasFlag("__fromLoad__"); // 是否是读档造成的切换
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var isFlying = core.hasFlag("__isFlying__"); // 是否是楼传造成的切换
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if (!fromLoad && !(isFlying && currentId == floorId)) {
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if (!core.hasFlag("__leaveLoc__")) core.setFlag("__leaveLoc__", {});
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if (currentId != null)
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core.getFlag("__leaveLoc__")[currentId] = core.clone(
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core.status.hero.loc
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);
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}
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// 可以对currentId进行判定,比如删除某些自定义图层等
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// if (currentId == 'MT0') {
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// core.deleteAllCanvas();
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// }
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// 可以对currentId进行判定,比如删除某些自定义图层等
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// if (currentId == 'MT0') {
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// core.deleteAllCanvas();
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// }
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// 根据分区信息自动砍层与恢复
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if (core.autoRemoveMaps) core.autoRemoveMaps(floorId);
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// 根据分区信息自动砍层与恢复
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if (core.autoRemoveMaps) core.autoRemoveMaps(floorId);
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// 重置画布尺寸
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core.maps.resizeMap(floorId);
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// 设置勇士的位置
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heroLoc.direction = core.turnDirection(heroLoc.direction);
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core.status.hero.loc = heroLoc;
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// 检查重生怪并重置
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if (!fromLoad) {
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core.extractBlocks(floorId);
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core.status.maps[floorId].blocks.forEach(function (block) {
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if (block.disable && core.enemys.hasSpecial(block.event.id, 23)) {
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block.disable = false;
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core.setMapBlockDisabled(floorId, block.x, block.y, false);
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core.maps._updateMapArray(floorId, block.x, block.y);
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}
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});
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core.control.gatherFollowers();
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}
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// 重置画布尺寸
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core.maps.resizeMap(floorId);
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// 设置勇士的位置
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heroLoc.direction = core.turnDirection(heroLoc.direction);
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core.status.hero.loc = heroLoc;
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// 检查重生怪并重置
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if (!fromLoad) {
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core.extractBlocks(floorId);
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core.status.maps[floorId].blocks.forEach(function (block) {
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if (block.disable && core.enemys.hasSpecial(block.event.id, 23)) {
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block.disable = false;
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core.setMapBlockDisabled(floorId, block.x, block.y, false);
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core.maps._updateMapArray(floorId, block.x, block.y);
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}
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});
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core.control.gatherFollowers();
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}
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// ---------- 重绘新地图;这一步将会设置core.status.floorId ---------- //
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core.drawMap(floorId);
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// ---------- 重绘新地图;这一步将会设置core.status.floorId ---------- //
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core.drawMap(floorId);
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// 切换楼层BGM
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if (core.status.maps[floorId].bgm) {
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var bgm = core.status.maps[floorId].bgm;
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if (bgm instanceof Array)
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bgm = bgm[Math.floor(Math.random() * bgm.length)]; // 多个bgm则随机播放一个
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if (!core.hasFlag("__bgm__")) core.playBgm(bgm);
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} else if (fromLoad && !core.hasFlag("__bgm__")) {
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core.pauseBgm();
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}
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// 更改画面色调
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var color = core.getFlag("__color__", null);
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if (!color && core.status.maps[floorId].color)
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color = core.status.maps[floorId].color;
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core.clearMap("curtain");
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core.status.curtainColor = color;
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if (color)
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core.fillRect(
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"curtain",
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0,
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0,
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core._PX_ || core.__PIXELS__,
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core._PY_ || core.__PIXELS__,
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core.arrayToRGBA(color)
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);
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// 更改天气
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var weather = core.getFlag("__weather__", null);
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if (!weather && core.status.maps[floorId].weather)
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weather = core.status.maps[floorId].weather;
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if (weather) core.setWeather(weather[0], weather[1]);
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else core.setWeather();
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// 切换楼层BGM
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if (core.status.maps[floorId].bgm) {
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var bgm = core.status.maps[floorId].bgm;
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if (bgm instanceof Array)
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bgm = bgm[Math.floor(Math.random() * bgm.length)]; // 多个bgm则随机播放一个
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if (!core.hasFlag("__bgm__")) core.playBgm(bgm);
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} else if (fromLoad && !core.hasFlag("__bgm__")) {
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core.pauseBgm();
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}
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// 更改画面色调
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var color = core.getFlag("__color__", null);
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if (!color && core.status.maps[floorId].color)
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color = core.status.maps[floorId].color;
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core.clearMap("curtain");
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core.status.curtainColor = color;
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if (color)
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core.fillRect(
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"curtain",
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0,
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0,
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core._PX_ || core.__PIXELS__,
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core._PY_ || core.__PIXELS__,
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core.arrayToRGBA(color)
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);
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// 更改天气
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var weather = core.getFlag("__weather__", null);
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if (!weather && core.status.maps[floorId].weather)
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weather = core.status.maps[floorId].weather;
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if (weather) core.setWeather(weather[0], weather[1]);
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else core.setWeather();
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// ...可以新增一些其他内容,比如创建个画布在右上角显示什么内容等等
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},
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// ...可以新增一些其他内容,比如创建个画布在右上角显示什么内容等等
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},
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"afterChangeFloor": function (floorId) {
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// 转换楼层结束的事件;此函数会在整个楼层切换完全结束后再执行
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// floorId是切换到的楼层
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// 转换楼层结束的事件;此函数会在整个楼层切换完全结束后再执行
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// floorId是切换到的楼层
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// 如果是读档,则进行检查(是否需要恢复事件)
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if (core.hasFlag("__fromLoad__")) {
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core.events.recoverEvents(core.getFlag("__events__"));
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core.removeFlag("__events__");
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} else {
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// 每次抵达楼层执行的事件
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core.insertAction(core.floors[floorId].eachArrive);
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core.ui.statusBar._update_map();
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// 首次抵达楼层时执行的事件(后插入,先执行)
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if (!core.hasVisitedFloor(floorId)) {
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core.insertAction(core.floors[floorId].firstArrive);
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core.visitFloor(floorId);
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core.plugin.bfs();
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}
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}
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},
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// 如果是读档,则进行检查(是否需要恢复事件)
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if (core.hasFlag("__fromLoad__")) {
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core.events.recoverEvents(core.getFlag("__events__"));
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core.removeFlag("__events__");
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} else {
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// 每次抵达楼层执行的事件
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core.insertAction(core.floors[floorId].eachArrive);
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core.ui.statusBar._update_map();
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// 首次抵达楼层时执行的事件(后插入,先执行)
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if (!core.hasVisitedFloor(floorId)) {
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core.insertAction(core.floors[floorId].firstArrive);
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core.visitFloor(floorId);
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core.plugin.bfs();
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}
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}
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},
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"flyTo": function (toId, callback) {
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// 楼层传送器的使用,从当前楼层飞往toId
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// 如果不能飞行请返回false
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// 楼层传送器的使用,从当前楼层飞往toId
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// 如果不能飞行请返回false
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var fromId = core.status.floorId;
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var fromId = core.status.floorId;
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// 检查能否飞行
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if (
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!core.status.maps[fromId].canFlyFrom ||
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!core.status.maps[toId].canFlyTo ||
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!core.hasVisitedFloor(toId)
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) {
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core.playSound("操作失败");
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core.drawTip("无法飞往" + core.status.maps[toId].title + "!", "fly");
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return false;
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}
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// 检查能否飞行
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if (
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!core.status.maps[fromId].canFlyFrom ||
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!core.status.maps[toId].canFlyTo ||
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!core.hasVisitedFloor(toId)
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) {
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core.playSound("操作失败");
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core.drawTip("无法飞往" + core.status.maps[toId].title + "!", "fly");
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return false;
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}
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// 平面塔模式
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var stair = null,
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loc = null;
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if (core.flags.flyRecordPosition) {
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loc = core.getFlag("__leaveLoc__", {})[toId] || null;
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}
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if (
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core.status.maps[toId].flyPoint != null &&
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core.status.maps[toId].flyPoint.length == 2
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) {
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stair = "flyPoint";
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}
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if (stair == null && loc == null) {
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// 获得两个楼层的索引,以决定是上楼梯还是下楼梯
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var fromIndex = core.floorIds.indexOf(fromId),
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toIndex = core.floorIds.indexOf(toId);
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var stair = fromIndex <= toIndex ? "downFloor" : "upFloor";
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// 地下层:同层传送至上楼梯
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if (fromIndex == toIndex && core.status.maps[fromId].underGround)
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stair = "upFloor";
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}
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// 平面塔模式
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var stair = null,
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loc = null;
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if (core.flags.flyRecordPosition) {
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loc = core.getFlag("__leaveLoc__", {})[toId] || null;
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}
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if (
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core.status.maps[toId].flyPoint != null &&
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core.status.maps[toId].flyPoint.length == 2
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) {
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stair = "flyPoint";
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}
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if (stair == null && loc == null) {
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// 获得两个楼层的索引,以决定是上楼梯还是下楼梯
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var fromIndex = core.floorIds.indexOf(fromId),
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toIndex = core.floorIds.indexOf(toId);
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var stair = fromIndex <= toIndex ? "downFloor" : "upFloor";
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// 地下层:同层传送至上楼梯
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if (fromIndex == toIndex && core.status.maps[fromId].underGround)
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stair = "upFloor";
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}
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// 记录录像
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core.status.route.push("fly:" + toId);
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// 传送
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core.ui.closePanel();
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core.setFlag("__isFlying__", true);
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core.changeFloor(toId, stair, loc, null, function () {
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core.removeFlag("__isFlying__");
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if (callback) callback();
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});
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// 记录录像
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core.status.route.push("fly:" + toId);
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// 传送
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core.ui.closePanel();
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core.setFlag("__isFlying__", true);
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core.changeFloor(toId, stair, loc, null, function () {
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core.removeFlag("__isFlying__");
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if (callback) callback();
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});
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return true;
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},
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return true;
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},
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"beforeBattle": function (enemyId, x, y) {
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// 战斗前触发的事件,可以加上一些战前特效(详见下面支援的例子)
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// 此函数在“检测能否战斗和自动存档”【之后】执行。如果需要更早的战前事件,请在插件中覆重写 core.events.doSystemEvent 函数。
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@ -284,14 +284,11 @@ var functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a =
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},
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"afterBattle": function (enemyId, x, y) {
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// 战斗结束后触发的事件
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// 获得战斗伤害信息
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var damageInfo = core.getDamageInfo(enemyId, null, x, y) || {};
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var enemy = damageInfo.enemyInfo;
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var enemy = core.getEnemyInfo(enemyId, hero, x, y)
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var special = enemy.special;
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console.log(enemy)
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// 播放战斗音效和动画
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// 默认播放的动画;你也可以使用
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var animate = "hand"; // 默认动画
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var animate = 'hand'; // 默认动画
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// 检查当前装备是否存在攻击动画
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var equipId = core.getEquip(0);
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if (equipId && (core.material.items[equipId].equip || {}).animate)
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@ -301,13 +298,17 @@ var functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a =
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// 检查该动画是否存在SE,如果不存在则使用默认音效
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if (!(core.material.animates[animate] || {}).se)
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core.playSound("attack.opus");
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core.playSound('attack.mp3');
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// 播放动画;如果不存在坐标(强制战斗)则播放到勇士自身
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if (x != null && y != null) core.drawAnimate(animate, x, y);
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else core.drawHeroAnimate(animate);
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if (x != null && y != null)
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core.drawAnimate(animate, x, y);
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else
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core.drawHeroAnimate(animate);
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// 获得战斗伤害信息
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var damageInfo = core.getDamageInfo(enemyId, null, x, y) || {};
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console.log(damageInfo)
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// 战斗伤害
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var damage = damageInfo.damage;
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// 当前战斗回合数,可用于战后所需的判定
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@ -316,7 +317,7 @@ var functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a =
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if (damage == null || damage >= core.status.hero.hp) {
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core.status.hero.hp = 0;
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core.updateStatusBar(false, true);
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core.events.lose("战斗失败");
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core.events.lose('战斗失败');
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return;
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}
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@ -335,42 +336,42 @@ var functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a =
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// 获得金币
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var money = guards.reduce(function (curr, g) {
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return curr + core.material.enemys[g[2]].money;
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}, core.getEnemyInfo(enemy, null, x, y).money);
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if (core.hasItem("coin")) money *= 2; // 幸运金币:双倍
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if (core.hasFlag("curse")) money = 0; // 诅咒效果
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}, core.getEnemyValue(enemy, "money", x, y));
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if (core.hasItem('coin')) money *= 2; // 幸运金币:双倍
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if (core.hasFlag('curse')) money = 0; // 诅咒效果
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core.status.hero.money += money;
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core.status.hero.statistics.money += money;
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// 获得经验
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var exp = guards.reduce(function (curr, g) {
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return curr + core.material.enemys[g[2]].exp;
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}, core.getEnemyInfo(enemy, null, x, y).exp);
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if (core.hasFlag("curse")) exp = 0;
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}, core.getEnemyValue(enemy, "exp", x, y));
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if (core.hasFlag('curse')) exp = 0;
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core.status.hero.exp += exp;
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core.status.hero.statistics.exp += exp;
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var hint = "打败 " + core.getEnemyValue(enemy, "name", x, y);
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if (core.flags.statusBarItems.indexOf("enableMoney") >= 0)
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hint += "," + core.getStatusLabel("money") + "+" + money; // hint += ",金币+" + money;
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if (core.flags.statusBarItems.indexOf("enableExp") >= 0)
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hint += "," + core.getStatusLabel("exp") + "+" + exp; // hint += ",经验+" + exp;
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if (core.flags.statusBarItems.indexOf('enableMoney') >= 0)
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hint += ',' + core.getStatusLabel('money') + '+' + money; // hint += ",金币+" + money;
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if (core.flags.statusBarItems.indexOf('enableExp') >= 0)
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hint += ',' + core.getStatusLabel('exp') + '+' + exp; // hint += ",经验+" + exp;
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core.drawTip(hint, enemy.id);
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||||
// 中毒
|
||||
if (core.enemys.hasSpecial(special, 12)) {
|
||||
core.triggerDebuff("get", "poison");
|
||||
core.triggerDebuff('get', 'poison');
|
||||
}
|
||||
// 衰弱
|
||||
if (core.enemys.hasSpecial(special, 13)) {
|
||||
core.triggerDebuff("get", "weak");
|
||||
core.triggerDebuff('get', 'weak');
|
||||
}
|
||||
// 诅咒
|
||||
if (core.enemys.hasSpecial(special, 14)) {
|
||||
core.triggerDebuff("get", "curse");
|
||||
core.triggerDebuff('get', 'curse');
|
||||
}
|
||||
// 仇恨怪物将仇恨值减半
|
||||
if (core.enemys.hasSpecial(special, 17)) {
|
||||
core.setFlag("hatred", Math.floor(core.getFlag("hatred", 0) / 2));
|
||||
core.setFlag('hatred', Math.floor(core.getFlag('hatred', 0) / 2));
|
||||
}
|
||||
// 自爆
|
||||
if (core.enemys.hasSpecial(special, 19)) {
|
||||
@ -379,45 +380,41 @@ var functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a =
|
||||
}
|
||||
// 退化
|
||||
if (core.enemys.hasSpecial(special, 21)) {
|
||||
core.status.hero.atk -= enemy.atkValue || 0;
|
||||
core.status.hero.def -= enemy.defValue || 0;
|
||||
core.status.hero.atk -= (enemy.atkValue || 0);
|
||||
core.status.hero.def -= (enemy.defValue || 0);
|
||||
if (core.status.hero.atk < 0) core.status.hero.atk = 0;
|
||||
if (core.status.hero.def < 0) core.status.hero.def = 0;
|
||||
}
|
||||
// 增加仇恨值
|
||||
core.setFlag("hatred", core.getFlag("hatred", 0) + core.values.hatred);
|
||||
core.setFlag('hatred', core.getFlag('hatred', 0) + core.values.hatred);
|
||||
|
||||
// 战后的技能处理,比如扣除魔力值
|
||||
if (core.flags.statusBarItems.indexOf("enableSkill") >= 0) {
|
||||
if (core.flags.statusBarItems.indexOf('enableSkill') >= 0) {
|
||||
// 检测当前开启的技能类型
|
||||
var skill = core.getFlag("skill", 0);
|
||||
if (skill == 1) {
|
||||
// 技能1:二倍斩
|
||||
var skill = core.getFlag('skill', 0);
|
||||
if (skill == 1) { // 技能1:二倍斩
|
||||
core.status.hero.mana -= 5; // 扣除5点魔力值
|
||||
}
|
||||
// 关闭技能
|
||||
core.setFlag("skill", 0);
|
||||
core.setFlag("skillName", "无");
|
||||
core.setFlag('skill', 0);
|
||||
core.setFlag('skillName', '无');
|
||||
}
|
||||
|
||||
|
||||
// 事件的处理
|
||||
var todo = [];
|
||||
|
||||
// 加点事件
|
||||
var point =
|
||||
guards.reduce(function (curr, g) {
|
||||
return curr + core.material.enemys[g[2]].point;
|
||||
}, core.getEnemyValue(enemy, "point", x, y)) || 0;
|
||||
var point = guards.reduce(function (curr, g) {
|
||||
return curr + core.material.enemys[g[2]].point;
|
||||
}, core.getEnemyValue(enemy, "point", x, y)) || 0;
|
||||
if (core.flags.enableAddPoint && point > 0) {
|
||||
core.push(todo, [{ type: "insert", name: "加点事件", args: [point] }]);
|
||||
core.push(todo, [{ "type": "insert", "name": "加点事件", "args": [point] }]);
|
||||
}
|
||||
|
||||
// 战后事件
|
||||
if (core.status.floorId != null) {
|
||||
core.push(
|
||||
todo,
|
||||
core.floors[core.status.floorId].afterBattle[x + "," + y]
|
||||
);
|
||||
core.push(todo, core.floors[core.status.floorId].afterBattle[x + "," + y]);
|
||||
}
|
||||
core.push(todo, enemy.afterBattle);
|
||||
|
||||
@ -434,9 +431,7 @@ var functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a =
|
||||
if (todo.length > 0) core.insertAction(todo, x, y);
|
||||
|
||||
// 删除该点设置的怪物信息
|
||||
delete((flags.enemyOnPoint || {})[core.status.floorId] || {})[
|
||||
x + "," + y
|
||||
];
|
||||
delete((flags.enemyOnPoint || {})[core.status.floorId] || {})[x + "," + y];
|
||||
|
||||
// 因为removeBlock和hideBlock都会刷新状态栏,因此将删除部分移动到这里并保证刷新只执行一次,以提升效率
|
||||
if (core.getBlock(x, y) != null) {
|
||||
@ -451,8 +446,11 @@ var functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a =
|
||||
}
|
||||
|
||||
// 如果已有事件正在处理中
|
||||
if (core.status.event.id == null) core.continueAutomaticRoute();
|
||||
else core.clearContinueAutomaticRoute();
|
||||
if (core.status.event.id == null)
|
||||
core.continueAutomaticRoute();
|
||||
else
|
||||
core.clearContinueAutomaticRoute();
|
||||
|
||||
},
|
||||
"afterOpenDoor": function (doorId, x, y) {
|
||||
// 开一个门后触发的事件
|
||||
@ -1137,8 +1135,7 @@ var functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a =
|
||||
hero_per_damage: Math.floor(hero_per_damage),
|
||||
turn: Math.floor(hero_turn),
|
||||
mon_turn: Math.floor(mon_turn),
|
||||
damage: Math.floor(damage),
|
||||
enemyInfo: enemyInfo
|
||||
damage: Math.floor(damage)
|
||||
};
|
||||
/*TODO:怪物手册的修改(需要修改这里return的内容以及一些战后判断)
|
||||
1. 显示怪物是魔攻还是物攻(在怪物名字上做颜色变化,物攻是黄色,魔攻是蓝色)
|
||||
|
@ -15242,7 +15242,7 @@ var plugins_bb40132b_638b_4a9f_b028_d3fe47acc8d1 =
|
||||
block &&
|
||||
block?.event &&
|
||||
!main.replayChecking &&
|
||||
!core.isReplaying()
|
||||
!core.isReplaying() && !core.getFlag("__isFlying__", false)
|
||||
) {
|
||||
const dirEntries = allChangeEntries.find(
|
||||
(v) => v[1] === block.event.id
|
||||
|
Loading…
Reference in New Issue
Block a user