修复滑屏/固伤bug
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@ -368,7 +368,7 @@ var comment_c456ea59_6018_45ef_8bcc_211a24c627dc = {
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"_docs": "退化扣防",
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"_data": "退化时勇士下降的防御力点数"
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},
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"damage": {
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"damage2": {
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"_leaf": true,
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"_type": "textarea",
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"_range": "thiseval==~~thiseval||thiseval==null",
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@ -1,7 +1,7 @@
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var enemys_fcae963b_31c9_42b4_b48c_bb48d09f3f80 =
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{
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"greenSlime": {"name":"绿头怪","hp":0,"atk":0,"def":0,"money":0,"exp":0,"point":0,"special":0,"magic":false,"mdef":0},
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"redSlime": {"name":"红头怪","hp":0,"atk":0,"def":0,"money":0,"exp":0,"point":0,"special":[],"value":10,"magic":false},
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"greenSlime": {"name":"绿头怪","hp":0,"atk":0,"def":0,"money":0,"exp":0,"point":0,"special":0,"mdef":0},
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"redSlime": {"name":"红头怪","hp":0,"atk":0,"def":0,"money":0,"exp":0,"point":0,"special":[],"value":10},
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"blackSlime": {"name":"青头怪","hp":0,"atk":0,"def":0,"money":0,"exp":0,"point":0,"special":0},
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"slimelord": {"name":"怪王","hp":100,"atk":120,"def":0,"money":10,"exp":0,"point":0,"special":[1,9]},
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"bat": {"name":"小蝙蝠","hp":100,"atk":120,"def":0,"money":2,"exp":0,"point":0,"special":[1],"mdef":0,"speed":15},
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@ -10,9 +10,9 @@ var enemys_fcae963b_31c9_42b4_b48c_bb48d09f3f80 =
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"vampire": {"name":"冥灵魔王","hp":888,"atk":888,"def":888,"money":888,"exp":888,"point":0,"special":[6],"n":8},
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"skeleton": {"name":"骷髅人","hp":0,"atk":0,"def":0,"money":0,"exp":0,"point":0,"special":0},
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"skeletonCaptain": {"name":"骷髅队长","hp":0,"atk":0,"def":0,"money":0,"exp":0,"point":0,"special":0},
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"zombie": {"name":"兽人","hp":0,"atk":0,"def":0,"money":0,"exp":0,"point":0,"special":0,"magic":false},
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"zombieKnight": {"name":"兽人武士","hp":0,"atk":0,"def":0,"money":0,"exp":0,"point":0,"special":0},
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"rock": {"name":"石头人","hp":50,"atk":50,"def":0,"money":3,"exp":0,"point":0,"special":3},
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"zombie": {"name":"兽人","hp":0,"atk":0,"def":0,"money":0,"exp":0,"point":0,"special":[22]},
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"zombieKnight": {"name":"兽人武士","hp":10000,"atk":100,"def":100,"money":0,"exp":0,"point":0,"special":[22],"speed":10,"mdef":0,"damage2":20},
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"rock": {"name":"石头人","hp":50,"atk":50,"def":0,"money":3,"exp":0,"point":0,"special":3,"damage2":15},
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"bluePriest": {"name":"初级法师","hp":100,"atk":120,"def":0,"money":3,"exp":0,"point":1,"special":[9]},
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"redPriest": {"name":"高级法师","hp":0,"atk":0,"def":0,"money":0,"exp":0,"point":0,"special":0},
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"brownWizard": {"name":"初级巫师","hp":100,"atk":120,"def":0,"money":16,"exp":0,"point":0,"special":15,"value":100,"range":2},
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@ -524,222 +524,41 @@ var functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a =
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},
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"enemys": {
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"getSpecials": function () {
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// 获得怪物的特殊属性,每一行定义一个特殊属性。
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// 分为五项,第一项为该特殊属性的数字,第二项为特殊属性的名字,第三项为特殊属性的描述
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// 第四项为该特殊属性的颜色,可以写十六进制 #RRGGBB 或者 [r,g,b,a] 四元数组
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// 第五项为该特殊属性的标记;目前 1 代表是地图类技能(需要进行遍历全图)
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// 名字和描述可以直接写字符串,也可以写个function将怪物传进去
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return [
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[1, "先攻", "怪物首先攻击", "#ffcc33"],
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[3, "坚固", "怪物防御不小于角色攻击-1", "#c0b088"],
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[
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6,
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function (enemy) {
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return (enemy.n || "") + "连击";
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},
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function (enemy) {
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return "怪物每回合攻击" + (enemy.n || 4) + "次";
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},
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"#ffee77",
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],
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[
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7,
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"破甲",
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function (enemy) {
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return (
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"战斗前,怪物附加角色防御的" +
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Math.floor(
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100 * (enemy.breakArmor || core.values.breakArmor || 0)
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) +
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"%作为伤害"
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);
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},
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"#88c0ff",
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],
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[
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8,
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"反击",
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function (enemy) {
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return (
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"战斗时,怪物每回合附加角色攻击的" +
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Math.floor(
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100 * (enemy.counterAttack || core.values.counterAttack || 0)
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) +
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"%作为伤害,无视角色防御"
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);
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},
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"#ffaa44",
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],
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[
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9,
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"净化",
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function (enemy) {
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return (
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"战斗前,怪物附加角色护盾的" +
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(enemy.purify || core.values.purify) +
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"倍作为伤害"
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);
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},
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"#80eed6",
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],
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[10, "模仿", "怪物的攻防和角色攻防相等", "#b0c0dd"],
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[
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11,
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"吸血",
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function (enemy) {
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return (
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"战斗前,怪物首先吸取角色的" +
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Math.floor(100 * enemy.vampire || 0) +
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"%生命(约" +
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Math.floor((enemy.vampire || 0) * core.getStatus("hp")) +
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"点)作为伤害" +
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(enemy.add ? ",并把伤害数值加到自身生命上" : "")
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);
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},
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"#dd4448",
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],
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[
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12,
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"中毒",
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"战斗后,角色陷入中毒状态,每一步损失生命" +
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core.values.poisonDamage +
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"点",
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"#99ee88",
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],
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[
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13,
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"衰弱",
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"战斗后,角色陷入衰弱状态,攻防暂时下降" +
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(core.values.weakValue >= 1
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? core.values.weakValue + "点"
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: parseInt(core.values.weakValue * 100) + "%"),
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"#f0bbcc",
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],
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[
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14,
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"诅咒",
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"战斗后,角色陷入诅咒状态,战斗无法获得金币和经验",
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"#bbeef0",
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],
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[
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15,
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"领域",
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function (enemy) {
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return (
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"经过怪物周围" +
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(enemy.zoneSquare ? "九宫格" : "十字") +
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"范围内" +
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(enemy.range || 1) +
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"格时自动减生命" +
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(enemy.zone || 0) +
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"点"
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);
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},
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"#c677dd",
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],
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[16, "夹击", "经过两只相同的怪物中间,角色生命值变成一半", "#bb99ee"],
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[
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17,
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"仇恨",
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"战斗前,怪物附加之前积累的仇恨值作为伤害;战斗后,释放一半的仇恨值。(每杀死一个怪物获得" +
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(core.values.hatred || 0) +
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"点仇恨值)",
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"#b0b666",
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],
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[
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18,
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"阻击",
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function (enemy) {
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return (
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"经过怪物周围" +
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(enemy.zoneSquare ? "九宫格" : "十字") +
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"时自动减生命" +
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(enemy.repulse || 0) +
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"点,同时怪物后退一格"
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);
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},
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"#8888e6",
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],
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[19, "自爆", "战斗后角色的生命值变成1", "#ff6666"],
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[20, "无敌", "角色无法打败怪物,除非拥有十字架", "#aaaaaa"],
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[
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21,
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"退化",
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function (enemy) {
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return (
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"战斗后角色永久下降" +
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(enemy.atkValue || 0) +
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"点攻击和" +
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(enemy.defValue || 0) +
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"点防御"
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);
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},
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],
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[
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22,
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"固伤",
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function (enemy) {
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return (
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"战斗前,怪物对角色造成" +
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(enemy.damage || 0) +
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"点固定伤害,未开启负伤时无视角色护盾。"
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);
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},
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"#ff9977",
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],
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[23, "重生", "怪物被击败后,角色转换楼层则怪物将再次出现", "#a0e0ff"],
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[
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24,
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"激光",
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function (enemy) {
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return "经过怪物同行或同列时自动减生命" + (enemy.laser || 0) + "点";
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},
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"#dda0dd",
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],
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[
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25,
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"光环",
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function (enemy) {
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return (
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(enemy.range != null
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? (enemy.haloSquare ? "该怪物九宫格" : "该怪物十字") +
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enemy.haloRange +
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"格范围内"
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: "同楼层所有") +
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"怪物生命提升" +
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(enemy.hpBuff || 0) +
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"%,攻击提升" +
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(enemy.atkBuff || 0) +
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"%,防御提升" +
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(enemy.defBuff || 0) +
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"%," +
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(enemy.haloAdd ? "可叠加" : "不可叠加")
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);
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},
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"#e6e099",
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1,
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],
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[
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26,
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"支援",
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"当周围一圈的怪物受到攻击时将上前支援,并组成小队战斗。",
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"#77c0b6",
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1,
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],
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[
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27,
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"捕捉",
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function (enemy) {
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return (
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"当走到怪物周围" +
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(enemy.zoneSquare ? "九宫格" : "十字") +
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"时会强制进行战斗。"
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);
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},
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"#c0ddbb",
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],
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];
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},
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// 获得怪物的特殊属性,每一行定义一个特殊属性。
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// 分为五项,第一项为该特殊属性的数字,第二项为特殊属性的名字,第三项为特殊属性的描述
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// 第四项为该特殊属性的颜色,可以写十六进制 #RRGGBB 或者 [r,g,b,a] 四元数组
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// 第五项为该特殊属性的标记;目前 1 代表是地图类技能(需要进行遍历全图)
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// 名字和描述可以直接写字符串,也可以写个function将怪物传进去
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return [
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[1, "先攻", "怪物首先攻击", "#ffcc33"],
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[2, "魔攻", "怪物无视角色的防御", "#bbb0ff"],
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[3, "坚固", "怪物防御不小于角色攻击-1", "#c0b088"],
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[4, "2连击", "怪物每回合攻击2次", "#ffee77"],
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[5, "3连击", "怪物每回合攻击3次", "#ffee77"],
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[6, function (enemy) { return (enemy.n || '') + "连击"; }, function (enemy) { return "怪物每回合攻击" + (enemy.n || 4) + "次"; }, "#ffee77"],
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[7, "破甲", function (enemy) { return "战斗前,怪物附加角色防御的" + Math.floor(100 * (enemy.breakArmor || core.values.breakArmor || 0)) + "%作为伤害"; }, "#88c0ff"],
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[8, "反击", function (enemy) { return "战斗时,怪物每回合附加角色攻击的" + Math.floor(100 * (enemy.counterAttack || core.values.counterAttack || 0)) + "%作为伤害,无视角色防御"; }, "#ffaa44"],
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[9, "净化", function (enemy) { return "战斗前,怪物附加角色护盾的" + (enemy.purify || core.values.purify) + "倍作为伤害"; }, "#80eed6"],
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[10, "模仿", "怪物的攻防和角色攻防相等", "#b0c0dd"],
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[11, "吸血", function (enemy) { return "战斗前,怪物首先吸取角色的" + Math.floor(100 * enemy.vampire || 0) + "%生命(约" + Math.floor((enemy.vampire || 0) * core.getStatus('hp')) + "点)作为伤害" + (enemy.add ? ",并把伤害数值加到自身生命上" : ""); }, "#dd4448"],
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[12, "中毒", "战斗后,角色陷入中毒状态,每一步损失生命" + core.values.poisonDamage + "点", "#99ee88"],
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[13, "衰弱", "战斗后,角色陷入衰弱状态,攻防暂时下降" + (core.values.weakValue >= 1 ? core.values.weakValue + "点" : parseInt(core.values.weakValue * 100) + "%"), "#f0bbcc"],
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[14, "诅咒", "战斗后,角色陷入诅咒状态,战斗无法获得金币和经验", "#bbeef0"],
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[15, "领域", function (enemy) { return "经过怪物周围" + (enemy.zoneSquare ? "九宫格" : "十字") + "范围内" + (enemy.range || 1) + "格时自动减生命" + (enemy.zone || 0) + "点"; }, "#c677dd"],
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[16, "夹击", "经过两只相同的怪物中间,角色生命值变成一半", "#bb99ee"],
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[17, "仇恨", "战斗前,怪物附加之前积累的仇恨值作为伤害;战斗后,释放一半的仇恨值。(每杀死一个怪物获得" + (core.values.hatred || 0) + "点仇恨值)", "#b0b666"],
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[18, "阻击", function (enemy) { return "经过怪物周围" + (enemy.zoneSquare ? "九宫格" : "十字") + "时自动减生命" + (enemy.repulse || 0) + "点,同时怪物后退一格"; }, "#8888e6"],
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[19, "自爆", "战斗后角色的生命值变成1", "#ff6666"],
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[20, "无敌", "角色无法打败怪物,除非拥有十字架", "#aaaaaa"],
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[21, "退化", function (enemy) { return "战斗后角色永久下降" + (enemy.atkValue || 0) + "点攻击和" + (enemy.defValue || 0) + "点防御"; }],
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[22, "固伤", function (enemy) { return "战斗前,怪物对角色造成" + (enemy.damage2 || 0) + "点固定伤害,未开启负伤时无视角色护盾。"; }, "#ff9977"],
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[23, "重生", "怪物被击败后,角色转换楼层则怪物将再次出现", "#a0e0ff"],
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[24, "激光", function (enemy) { return "经过怪物同行或同列时自动减生命" + (enemy.laser || 0) + "点"; }, "#dda0dd"],
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[25, "光环", function (enemy) { return (enemy.range != null ? ((enemy.haloSquare ? "该怪物九宫格" : "该怪物十字") + enemy.haloRange + "格范围内") : "同楼层所有") + "怪物生命提升" + (enemy.hpBuff || 0) + "%,攻击提升" + (enemy.atkBuff || 0) + "%,防御提升" + (enemy.defBuff || 0) + "%," + (enemy.haloAdd ? "可叠加" : "不可叠加"); }, "#e6e099", 1],
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[26, "支援", "当周围一圈的怪物受到攻击时将上前支援,并组成小队战斗。", "#77c0b6", 1],
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[27, "捕捉", function (enemy) { return "当走到怪物周围" + (enemy.zoneSquare ? "九宫格" : "十字") + "时会强制进行战斗。"; }, "#c0ddbb"]
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];
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},
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"getEnemyInfo": function (enemy, hero, x, y, floorId) {
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// 获得某个怪物变化后的数据;该函数将被伤害计算和怪物手册使用
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// 例如:坚固、模仿、仿攻等等
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1019
project/plugins.js
1019
project/plugins.js
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