半波损失更新,小芒记得改剧情
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@ -26,30 +26,6 @@ main.floors.jiuguan=
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],
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"direction": "down"
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}
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],
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"4,10": [
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{
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"type": "over",
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"text": "这段话将在屏幕中心",
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"image": "bg_5043.png",
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"memory": false,
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"time": 3000,
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"hidetime": 30,
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"sound": "",
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"textColor": [
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255,
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255,
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255,
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1
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],
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"boldColor": [
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0,
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0,
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0,
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1
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],
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"font": "bold 48px Verdana"
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}
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]
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},
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"changeFloor": {},
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@ -316,6 +316,7 @@ var functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a =
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}
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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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if ((!core.getFlag("noAnimate") || damageInfo.damage >= core.status.hero.hp) && (!main.replayChecking && !core.isReplaying())) await core.attackAnimate(
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enemyId,
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damageInfo.start[0],
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@ -1032,7 +1033,6 @@ var functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a =
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}
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}
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//需要变更
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const onegcd = gcd(...oneTurn) //最大公约数
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oneTurn = lcm(...oneTurn) //单次回合长度
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//在这里处理equip的初始位置now
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@ -1055,6 +1055,17 @@ var functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a =
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enemyinfo.now = 0
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heroinfo.now = oneTurn / 2
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}
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let max = heroinfo.speed
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if (enemyinfo.speed > max) max = enemyinfo.speed
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equipInfo.forEach(v => { if (v.speed > max) max = v.speed })
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let i = 1
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while (oneTurn * i / max < 15) {
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i++
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}
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heroinfo.now *= i
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enemyinfo.now *= i
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equipInfo.forEach(v => { v.now *= i })
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oneTurn *= i
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const start = [core.clone(heroinfo), core.clone(enemyinfo), core.clone(equipInfo), oneTurn] //记录开始战斗时的属性并转发
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//---第三部分:递归开始---
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@ -2896,8 +2896,8 @@ var plugins_bb40132b_638b_4a9f_b028_d3fe47acc8d1 =
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if (!core.status.floorId || timestamp - now < 50) return
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now = timestamp;
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globalAlphafloor += globalAlphafloorStatus;
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if (globalAlphafloor === 100) globalAlphafloorStatus = -2;
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if (globalAlphafloor === 0) globalAlphafloorStatus = 2;
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if (globalAlphafloor === 100) globalAlphafloorStatus = -4;
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if (globalAlphafloor === 0) globalAlphafloorStatus = 4;
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if (core.domStyle.isVertical) {
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core.clearMap(
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@ -3083,8 +3083,8 @@ var plugins_bb40132b_638b_4a9f_b028_d3fe47acc8d1 =
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core.drawImage(
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uictx,
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"green.webp",
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MAP_BLOCK_LEFT_VERTICAL + 42,
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MAP_BLOCK_TOP_VERTICAL + 57
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MAP_BLOCK_LEFT_VERTICAL + 44,
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MAP_BLOCK_TOP_VERTICAL + 57, 20, 20
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);
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uictx.globalAlpha = 1;
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} else {
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@ -3095,7 +3095,7 @@ var plugins_bb40132b_638b_4a9f_b028_d3fe47acc8d1 =
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uictx,
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"green.webp",
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MAP_BLOCK_LEFT + 50,
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MAP_BLOCK_TOP + 57
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MAP_BLOCK_TOP + 60, 20, 20
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);
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uictx.globalAlpha = 1;
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}
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@ -20061,13 +20061,13 @@ let time=0
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"回合战斗动画": function () {
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// 在此增加新插件
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const ctx = core.createCanvas("animateAttack", 0, 0, 416, 416, 80)
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const changeY = -30
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let easy = false;
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const { imagelighter } = core.plugin.utils;
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const { lcm, gcd } = core.plugin.utils;
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const anctx = core.createCanvas("animate2", 0, 0, 416, 416, 91)
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let a = []
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function drawAnimate(name, centerX, centerY) {
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@ -20100,6 +20100,8 @@ let time=0
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function animationFrame(callback1) {
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let time = 0
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const ctx = core.getContextByName("animateAttack") ?? core.createCanvas("animateAttack", 0, 0, 416, 416, 80)
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const anctx = core.getContextByName("animate2") ?? core.createCanvas("animate2", 0, 0, 416, 416, 91)
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core.registerAnimationFrame("animate2", true, function (timestamp) {
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if (
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timestamp - core.animateFrame.animate2Time < 50 ||
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@ -20174,6 +20176,9 @@ let time=0
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heroanimateList,
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enemyanimateList
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) {
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const ctx = core.getContextByName("animateAttack") ?? core.createCanvas("animateAttack", 0, 0, 416, 416, 80)
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const anctx = core.getContextByName("animate2") ?? core.createCanvas("animate2", 0, 0, 416, 416, 91)
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//参数分别为怪物id、真实属性,战斗信息,特殊装备(如火焰风衣)属性特殊装备属性为以元组{equipId,oneDamage,speed,now:0}构成的数组(列出每个需要计算的特殊装备,没有则为空数组或不填)
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core.lockControl();
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core.clearMap(ctx);
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@ -20262,6 +20267,8 @@ let time=0
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equipInfo.forEach(function (v) {
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if (v.onAttack) onAttack = true;
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});
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const ctx = core.getContextByName("animateAttack") ?? core.createCanvas("animateAttack", 0, 0, 416, 416, 80)
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const anctx = core.getContextByName("animate2") ?? core.createCanvas("animate2", 0, 0, 416, 416, 91)
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core.clearMap(ctx);
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let animate = Math.floor(farme / 15);
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@ -20926,8 +20933,7 @@ let time=0
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}
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core.registerAnimationFrame("attackAnimate", true, (temptime) => {
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if (!time) time = temptime
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if (temptime - time < 50) return
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time = temptime;
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drawAttackAnimate(
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heroInfo,
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