getDamageInfo+getEnemyInfo

This commit is contained in:
itcfangye 2025-01-12 21:32:54 +08:00
parent 657bfefae9
commit 24807dffe0
5 changed files with 160 additions and 96 deletions

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@ -1 +1 @@
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@ -1,7 +1,7 @@
var enemys_fcae963b_31c9_42b4_b48c_bb48d09f3f80 = var enemys_fcae963b_31c9_42b4_b48c_bb48d09f3f80 =
{ {
"greenSlime": {"name":"绿头怪","hp":0,"atk":0,"def":0,"money":0,"exp":0,"point":0,"special":0}, "greenSlime": {"name":"绿头怪","hp":0,"atk":0,"def":0,"money":0,"exp":0,"point":0,"special":0,"magic":false},
"redSlime": {"name":"红头怪","hp":0,"atk":0,"def":0,"money":0,"exp":0,"point":0,"special":[],"value":10}, "redSlime": {"name":"红头怪","hp":0,"atk":0,"def":0,"money":0,"exp":0,"point":0,"special":[],"value":10,"magic":false},
"blackSlime": {"name":"青头怪","hp":0,"atk":0,"def":0,"money":0,"exp":0,"point":0,"special":0}, "blackSlime": {"name":"青头怪","hp":0,"atk":0,"def":0,"money":0,"exp":0,"point":0,"special":0},
"slimelord": {"name":"怪王","hp":100,"atk":120,"def":0,"money":10,"exp":0,"point":0,"special":[1,9]}, "slimelord": {"name":"怪王","hp":100,"atk":120,"def":0,"money":10,"exp":0,"point":0,"special":[1,9]},
"bat": {"name":"小蝙蝠","hp":100,"atk":120,"def":0,"money":2,"exp":0,"point":0,"special":[1]}, "bat": {"name":"小蝙蝠","hp":100,"atk":120,"def":0,"money":2,"exp":0,"point":0,"special":[1]},

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@ -531,15 +531,21 @@ var functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a =
var hero_hp = core.getRealStatusOrDefault(hero, 'hp'), var hero_hp = core.getRealStatusOrDefault(hero, 'hp'),
hero_atk = core.getRealStatusOrDefault(hero, 'atk'), hero_atk = core.getRealStatusOrDefault(hero, 'atk'),
hero_def = core.getRealStatusOrDefault(hero, 'def'), hero_def = core.getRealStatusOrDefault(hero, 'def'),
hero_mdef = core.getRealStatusOrDefault(hero, 'mdef'); hero_mdef = core.getRealStatusOrDefault(hero, 'mdef'),
hero_speed = core.getRealStatusOrDefault(hero, 'speed');
var mon_hp = core.getEnemyValue(enemy, 'hp', x, y, floorId), var mon_hp = core.getEnemyValue(enemy, 'hp', x, y, floorId),
mon_atk = core.getEnemyValue(enemy, 'atk', x, y, floorId), mon_atk = core.getEnemyValue(enemy, 'atk', x, y, floorId),
mon_def = core.getEnemyValue(enemy, 'def', x, y, floorId), mon_def = core.getEnemyValue(enemy, 'def', x, y, floorId),
mon_mdef = core.getEnemyValue(enemy, 'mdef', x, y, floorId),
mon_speed = core.getEnemyValue(enemy, 'speed', x, y, floorId),
mon_special = core.getEnemyValue(enemy, 'special', x, y, floorId); mon_special = core.getEnemyValue(enemy, 'special', x, y, floorId);
var mon_money = core.getEnemyValue(enemy, 'money', x, y, floorId), var mon_money = core.getEnemyValue(enemy, 'money', x, y, floorId),
mon_exp = core.getEnemyValue(enemy, 'exp', x, y, floorId), mon_exp = core.getEnemyValue(enemy, 'exp', x, y, floorId),
mon_point = core.getEnemyValue(enemy, 'point', x, y, floorId); mon_point = core.getEnemyValue(enemy, 'point', x, y, floorId);
var mon_barrier = 0,
mon_absorb_damage = 0,
mon_magic = core.getEnemyValue(enemy, 'magic', x, y, floorId);
// 模仿 // 模仿
if (core.hasSpecial(mon_special, 10)) { if (core.hasSpecial(mon_special, 10)) {
mon_atk = hero_atk; mon_atk = hero_atk;
@ -633,10 +639,15 @@ var functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a =
"hp": Math.floor(mon_hp), "hp": Math.floor(mon_hp),
"atk": Math.floor(mon_atk), "atk": Math.floor(mon_atk),
"def": Math.floor(mon_def), "def": Math.floor(mon_def),
"mdef": Math.floor(mon_mdef),
"speed": Math.floor(mon_speed),
"barrier": Math.floor(mon_barrier),
"absorb": Math.floor(mon_absorb_damage),
"money": Math.floor(mon_money), "money": Math.floor(mon_money),
"exp": Math.floor(mon_exp), "exp": Math.floor(mon_exp),
"point": Math.floor(mon_point), "point": Math.floor(mon_point),
"special": mon_special, "special": mon_special,
"magic": mon_magic,
"guards": guards, // 返回支援情况 "guards": guards, // 返回支援情况
}; };
}, },
@ -655,15 +666,13 @@ var functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a =
hero_atk = core.getRealStatusOrDefault(hero, 'atk'), hero_atk = core.getRealStatusOrDefault(hero, 'atk'),
hero_def = core.getRealStatusOrDefault(hero, 'def'), hero_def = core.getRealStatusOrDefault(hero, 'def'),
hero_mdef = core.getRealStatusOrDefault(hero, 'mdef'), hero_mdef = core.getRealStatusOrDefault(hero, 'mdef'),
hero_speed = core.getRealStatusOrDefault(hero, 'speed'),
hero_magic = core.getRealStatusOrDefault(hero, 'magic'),
origin_hero_hp = core.getStatusOrDefault(hero, 'hp'), origin_hero_hp = core.getStatusOrDefault(hero, 'hp'),
origin_hero_atk = core.getStatusOrDefault(hero, 'atk'), origin_hero_atk = core.getStatusOrDefault(hero, 'atk'),
origin_hero_def = core.getStatusOrDefault(hero, 'def'); origin_hero_def = core.getStatusOrDefault(hero, 'def');
// 勇士的负属性都按0计算
hero_hp = Math.max(0, hero_hp);
hero_atk = Math.max(0, hero_atk);
hero_def = Math.max(0, hero_def);
hero_mdef = Math.max(0, hero_mdef);
// 怪物的各项数据 // 怪物的各项数据
// 对坚固模仿等处理扔到了脚本编辑-getEnemyInfo之中 // 对坚固模仿等处理扔到了脚本编辑-getEnemyInfo之中
@ -671,23 +680,34 @@ var functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a =
var mon_hp = enemyInfo.hp, var mon_hp = enemyInfo.hp,
mon_atk = enemyInfo.atk, mon_atk = enemyInfo.atk,
mon_def = enemyInfo.def, mon_def = enemyInfo.def,
mon_special = enemyInfo.special; mon_mdef = enemyInfo.mdef,
mon_speed = enemyInfo.speed,
mon_special = enemyInfo.special,
mon_absorb_damage = enemyInfo.absorb,
mon_barrier = enemyInfo.barrier;
//---第一部分:静态属性修正---
//此处写入静态影响勇士属性的勇士或怪物技能静态影响怪物属性的技能于getEnemyInfo中写入
// 技能的处理 // 技能的处理
if (core.getFlag('skill', 0) == 1) { // 开启了技能1二倍斩 if (core.getFlag('skill', 0) == 1) { // 开启了技能1二倍斩
hero_atk *= 2; // 计算时攻击力翻倍 hero_atk *= 2; // 计算时攻击力翻倍
} }
//勇士属性取整
hero_atk = Math.max(0, Math.floor(hero_atk));
hero_def = Math.max(0, Math.floor(hero_def));
hero_mdef = Math.max(0, Math.floor(hero_mdef));
hero_speed = Math.max(0, Math.floor(hero_speed));
// 如果是无敌属性,且勇士未持有十字架 // 如果是无敌属性,且勇士未持有十字架
if (core.hasSpecial(mon_special, 20) && !core.hasItem("cross")) if (core.hasSpecial(mon_special, 20) && !core.hasItem("cross"))
return null; // 不可战斗 return null; // 不可战斗
// 战前造成的额外伤害(可被护盾抵消) // 战前造成的额外伤害(可被护盾抵消)
var init_damage = 0; let init_damage = 0;
// 吸血 // 吸血
if (core.hasSpecial(mon_special, 11)) { if (core.hasSpecial(mon_special, 11)) {
var vampire_damage = hero_hp * enemy.vampire; let vampire_damage = hero_hp * enemy.vampire;
// 如果有神圣盾免疫吸血等可以在这里写 // 如果有神圣盾免疫吸血等可以在这里写
// 也可以用hasItem和hasEquip来判定装备 // 也可以用hasItem和hasEquip来判定装备
@ -701,17 +721,60 @@ var functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a =
init_damage += vampire_damage; init_damage += vampire_damage;
} }
//——第二部分:变量定义和初始赋值——
// 每回合怪物对勇士造成的战斗伤害 // 每回合怪物对勇士造成的战斗伤害
var per_damage = mon_atk - hero_def; let per_damage = Math.max(mon_atk - hero_def, 0);
if (enemyInfo.magic) per_damage = Math.max(mon_atk - hero_mdef, 0);
// 战斗伤害不能为负值 //
if (per_damage < 0) per_damage = 0; let hero_per_damage = Math.max(hero_atk - mon_def, 0);
if (hero_magic) hero_per_damage = Math.max(hero_atk - mon_mdef, 0);
let damage = 0,
hero_turn = 0,
mon_turn = 0;
//---第三部分:递归开始---
let length = hero_speed * mon_speed;
for (let now_mon_hp = mon_hp, last_mon_hp = mon_hp, mon_length = length, hero_length = length, mon_time = 0, hero_time = 0; now_mon_hp > 0;) { //勇士和怪物的长度
mon_time = mon_length / mon_speed;
hero_time = hero_length / hero_speed;
if ((mon_time < hero_time) || ((mon_time = hero_time) && (mon_speed > hero_speed))) { //怪物攻击的回合
//这里计算怪物攻击时发生的各种变化
//伤害与回合增加
damage += per_damage;
if (core.hasSpecial(mon_special, 6)) {
mon_turn += enemy.n;
} else {
mon_turn += 1;
}
//重新为长度赋值
mon_length = length;
hero_length = hero_length - mon_time * hero_speed;
} else { //勇士攻击的回合
// 这里计算勇士攻击时发生的各种变化
// 伤害与回合数增加
now_mon_hp -= hero_per_damage;
hero_turn += 1; //勇士回合+1如果有勇士每回合多次攻击的情况在这里写判断
// 无法战斗计算
if (hero_turn % 50 == 0) {
if (now_mon_hp >= last_mon_hp) return null;
last_mon_hp = now_mon_hp;
}
//重新为长度赋值
hero_length = length;
mon_length = mon_length - hero_time * mon_speed;
}
}
//下面这些还没修改
// 连击 // 连击
if (core.hasSpecial(mon_special, 6)) per_damage *= (enemy.n || 2); if (core.hasSpecial(mon_special, 6)) per_damage *= (enemy.n || 2);
// 每回合的反击伤害;反击是按照勇士的攻击次数来计算回合 // 每回合的反击伤害;反击是按照勇士的攻击次数来计算回合
var counterDamage = 0; let counterDamage = 0;
if (core.hasSpecial(mon_special, 8)) if (core.hasSpecial(mon_special, 8))
counterDamage += Math.floor((enemy.counterAttack || core.values.counterAttack) * hero_atk); counterDamage += Math.floor((enemy.counterAttack || core.values.counterAttack) * hero_atk);
@ -725,19 +788,14 @@ var functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a =
// 净化 // 净化
if (core.hasSpecial(mon_special, 9)) if (core.hasSpecial(mon_special, 9))
init_damage += Math.floor((enemy.purify || core.values.purify) * hero_mdef); init_damage += Math.floor((enemy.purify || core.values.purify) * hero_mdef);
//上面这些还没修改
// 勇士每回合对怪物造成的伤害 //勇士护盾计算
var hero_per_damage = Math.max(hero_atk - mon_def, 0); let barrier = hero_mdef;
if (enemyInfo.magic) barrier = hero_def;
// 如果没有破防,则不可战斗
if (hero_per_damage <= 0) return null;
// 勇士的攻击回合数;为怪物生命除以每回合伤害向上取整
var turn = Math.ceil(mon_hp / hero_per_damage);
// ------ 支援 ----- // // ------ 支援 ----- //
// 这个递归最好想明白为什么flag:__extraTurn__是怎么用的 // 这个递归最好想明白为什么flag:__extraTurn__是怎么用的
var guards = core.getFlag("__guards__" + x + "_" + y, enemyInfo.guards); /*var guards = core.getFlag("__guards__" + x + "_" + y, enemyInfo.guards);
var guard_before_current_enemy = false; // ------ 支援怪是先打(true)还是后打(false) var guard_before_current_enemy = false; // ------ 支援怪是先打(true)还是后打(false)
turn += core.getFlag("__extraTurn__", 0); turn += core.getFlag("__extraTurn__", 0);
if (guards.length > 0) { if (guards.length > 0) {
@ -764,13 +822,13 @@ var functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a =
turn += core.getFlag("__extraTurn__", 0); turn += core.getFlag("__extraTurn__", 0);
} }
} }
core.removeFlag("__extraTurn__"); core.removeFlag("__extraTurn__");*/
// ------ 支援END ------ // // ------ 支援END ------ //
// 最终伤害:初始伤害 + 怪物对勇士造成的伤害 + 反击伤害 // 最终伤害:初始伤害 + 怪物对勇士造成的伤害 + 反击伤害
var damage = init_damage + (turn - 1) * per_damage + turn * counterDamage; damage += init_damage + hero_turn * counterDamage;
// 再扣去护盾 // 再扣去护盾
damage -= hero_mdef; damage -= barrier;
// 检查是否允许负伤 // 检查是否允许负伤
if (!core.flags.enableNegativeDamage) if (!core.flags.enableNegativeDamage)
@ -788,12 +846,18 @@ var functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a =
"mon_hp": Math.floor(mon_hp), "mon_hp": Math.floor(mon_hp),
"mon_atk": Math.floor(mon_atk), "mon_atk": Math.floor(mon_atk),
"mon_def": Math.floor(mon_def), "mon_def": Math.floor(mon_def),
"mon_mdef": Math.floor(mon_mdef),
"init_damage": Math.floor(init_damage), "init_damage": Math.floor(init_damage),
"per_damage": Math.floor(per_damage), "per_damage": Math.floor(per_damage),
"hero_per_damage": Math.floor(hero_per_damage), "hero_per_damage": Math.floor(hero_per_damage),
"turn": Math.floor(turn), "turn": Math.floor(hero_turn),
"mon_turn": Math.floor(mon_turn),
"damage": Math.floor(damage) "damage": Math.floor(damage)
}; };
/*TODO:return
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
2. 一防减伤是物防还是魔防由怪物是物攻还是魔攻来转换
3. 特殊战斗的怪物在怪物手册里伤害写为特殊战*/
} }
}, },
"actions": { "actions": {

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@ -13805,7 +13805,7 @@ var plugins_bb40132b_638b_4a9f_b028_d3fe47acc8d1 =
hero.mana = Math.min(hero.mana, hero.manamax); hero.mana = Math.min(hero.mana, hero.manamax);
core.status.hero = hero; 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