优化战斗动画
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@ -282,7 +282,7 @@ var functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a =
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return true;
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},
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"afterBattle": function (enemyId, x, y) {
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"afterBattle": async function (enemyId, x, y) {
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// 战斗结束后触发的事件
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var enemy = core.getEnemyInfo(enemyId, hero, x, y)
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var special = enemy.special;
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@ -295,21 +295,21 @@ var functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a =
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animate = core.material.items[equipId].equip.animate;
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// 你也可以在这里根据自己的需要,比如enemyId或special或flag来修改播放的动画效果
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// if (enemyId == '...') animate = '...';
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if (core.getFlag('noAnimate')) {
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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.mp3');
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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.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)
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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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// 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)
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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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}
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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")) core.attackAnimate(
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if (!core.getFlag("noAnimate")) await core.attackAnimate(
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enemyId,
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damageInfo.start[0],
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damageInfo.start[1],
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3572
project/plugins.js
3572
project/plugins.js
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