完善回合动画(缺主角控制及录像)
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5b853dc5a8
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@ -16664,7 +16664,7 @@ var plugins_bb40132b_638b_4a9f_b028_d3fe47acc8d1 =
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if (this.boss.hp > 0) {
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this.selection = "boss"
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this.update()
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await sleep(200) //等待200ms
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switch (this.boss.skill[this.boss.index]) { //这里写boss技能的效果
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case "普通攻击":
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damage = Math.max(this.boss.atk - this.hero.def, 0) //基础伤害
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@ -16685,6 +16685,7 @@ var plugins_bb40132b_638b_4a9f_b028_d3fe47acc8d1 =
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if (enemy.hp > 0) {
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this.selection = v[0]
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this.update()
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await sleep(200) //等待200ms
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switch (enemy.skill[enemy.index]) { //这里写boss召唤物(小怪)的技能效果
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case "普通攻击":
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@ -16719,13 +16720,17 @@ var plugins_bb40132b_638b_4a9f_b028_d3fe47acc8d1 =
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await sleep(200) //等待200ms
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break;
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}
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if (enemy.index >= enemy.length) enemy.index = 0
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enemy.index++
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if (enemy.index >= enemy.skill.length) enemy.index = 0
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}
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break;
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}
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await sleep(200)
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this.selection = ""
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this.update()
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}
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let end = true;
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if (this.boss.hp > 0) end = false;
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@ -16866,7 +16871,7 @@ var plugins_bb40132b_638b_4a9f_b028_d3fe47acc8d1 =
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96,
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96
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);
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if (this.selection == i) core.strokeRect(ctx5, posx, posy, 100, 100, "yellow", 6)
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if (this.selection === i) core.strokeRect(ctx5, posx, posy, 100, 100, "yellow", 6)
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} else {
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core.drawImage(
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ctx5,
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@ -16880,7 +16885,7 @@ var plugins_bb40132b_638b_4a9f_b028_d3fe47acc8d1 =
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96,
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144
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);
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if (this.selection == i) core.strokeRect(ctx5, posx, posy, 100, 150, "yellow", 6)
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if (this.selection === i) core.strokeRect(ctx5, posx, posy, 100, 150, "yellow", 6)
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}
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posx += 100
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@ -17285,6 +17290,27 @@ var plugins_bb40132b_638b_4a9f_b028_d3fe47acc8d1 =
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6,
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core.ui._buildFont(44, true)
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);
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core.fillBoldText1(
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ctx4,
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"当前技能",
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1400,
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120,
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"#FFFFFF",
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"#000000",
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6,
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core.ui._buildFont(44, true)
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);
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const bosstext = this.boss.skill[this.boss.index]
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core.fillBoldText1(
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ctx4,
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bosstext,
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1600,
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120,
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"#FFFFFF",
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"#000000",
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6,
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core.ui._buildFont(44, true)
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);
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core.fillBoldText1(
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ctx4,
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"生命 " + this.boss.hp,
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@ -17378,6 +17404,27 @@ var plugins_bb40132b_638b_4a9f_b028_d3fe47acc8d1 =
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6,
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core.ui._buildFont(44, true)
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);
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core.fillBoldText1(
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ctx4,
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"当前技能",
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1400,
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120,
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"#FFFFFF",
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"#000000",
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6,
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core.ui._buildFont(44, true)
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);
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const enemytext = this.enemy[this.selection].skill[this.enemy[this.selection].index]
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core.fillBoldText1(
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ctx4,
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enemytext,
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1600,
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120,
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"#FFFFFF",
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"#000000",
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6,
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core.ui._buildFont(44, true)
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);
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core.fillBoldText1(
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ctx4,
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"生命 " + this.enemy[this.selection].hp,
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