战斗函数修改

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itcfangye 2025-02-10 20:56:37 +08:00
parent a0cbb8cdb8
commit fcbb8add3e

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@ -524,222 +524,223 @@ var functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a =
},
"enemys": {
"getSpecials": function () {
// 获得怪物的特殊属性,每一行定义一个特殊属性。
// 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
// 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
// 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)
// 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
return [
[1, "先攻", "怪物首先攻击", "#ffcc33"],
[3, "坚固", "怪物防御不小于角色攻击-1", "#c0b088"],
[
6,
function (enemy) {
return (enemy.n || "") + "连击";
},
function (enemy) {
return "怪物每回合攻击" + (enemy.n || 4) + "次";
},
"#ffee77",
],
[
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",
],
[
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",
],
[
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",
],
[10, "模仿", "怪物的攻防和角色攻防相等", "#b0c0dd"],
[
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",
],
[
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",
],
[
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",
],
[
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",
],
[
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",
],
[16, "夹击", "经过两只相同的怪物中间,角色生命值变成一半", "#bb99ee"],
[
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",
],
[
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",
],
[19, "自爆", "战斗后角色的生命值变成1", "#ff6666"],
[20, "无敌", "角色无法打败怪物,除非拥有十字架", "#aaaaaa"],
[
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"
);
},
],
[
22,
"固伤",
function (enemy) {
return (
"战斗前,怪物对角色造成" +
(enemy.damage || 0) +
"点固定伤害,未开启负伤时无视角色护盾。"
);
},
"#ff9977",
],
[23, "重生", "怪物被击败后,角色转换楼层则怪物将再次出现", "#a0e0ff"],
[
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",
],
[
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,
],
[
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,
],
[
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",
],
];
},
// 获得怪物的特殊属性,每一行定义一个特殊属性。
// 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
// 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
// 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)
// 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
return [
[1, "先攻", "怪物首先攻击", "#ffcc33"],
[2, "魔攻", "怪物无视角色的防御", "#bbb0ff"],
[3, "坚固", "怪物防御不小于角色攻击-1", "#c0b088"],
[
6,
function (enemy) {
return (enemy.n || "") + "连击";
},
function (enemy) {
return "怪物每回合攻击" + (enemy.n || 4) + "次";
},
"#ffee77",
],
[
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",
],
[
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",
],
[
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",
],
[10, "模仿", "怪物的攻防和角色攻防相等", "#b0c0dd"],
[
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",
],
[
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",
],
[
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",
],
[
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",
],
[
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",
],
[16, "夹击", "经过两只相同的怪物中间,角色生命值变成一半", "#bb99ee"],
[
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",
],
[
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",
],
[19, "自爆", "战斗后角色的生命值变成1", "#ff6666"],
[20, "无敌", "角色无法打败怪物,除非拥有十字架", "#aaaaaa"],
[
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"
);
},
],
[
22,
"固伤",
function (enemy) {
return (
"战斗前,怪物对角色造成" +
(enemy.damage || 0) +
"点固定伤害,未开启负伤时无视角色护盾。"
);
},
"#ff9977",
],
[23, "重生", "怪物被击败后,角色转换楼层则怪物将再次出现", "#a0e0ff"],
[
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",
],
[
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,
],
[
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,
],
[
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",
],
];
},
"getEnemyInfo": function (enemy, hero, x, y, floorId) {
// 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
// 例如:坚固、模仿、仿攻等等
@ -907,6 +908,7 @@ var functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a =
hero_def = core.getRealStatusOrDefault(hero, "def"),
hero_matk = core.getRealStatusOrDefault(hero, "matk"),
hero_mdef = core.getRealStatusOrDefault(hero, "mdef"),
hero_mhp = core.getRealStatusOrDefault(hero, "mhp"),
hero_speed = core.getRealStatusOrDefault(hero, "speed"),
hero_spell = core.getRealStatusOrDefault(hero, "spell"),
origin_hero_hp = core.getStatusOrDefault(hero, "hp"),
@ -935,8 +937,11 @@ var functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a =
//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));
hero_spell = Math.max(0, Math.floor(hero_spell));
hero_matk = Math.min(100, Math.max(0, Math.floor(hero_matk)));
hero_mdef = Math.min(100, Math.max(0, Math.floor(hero_mdef)));
hero_mhp = Math.min(100, Math.max(0, Math.floor(hero_mhp)));
// 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"))
@ -964,12 +969,15 @@ var functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a =
//——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
let per_damage = Math.max(mon_atk - hero_def, 0);
//if (enemyInfo.magic) per_damage = Math.max(mon_atk - hero_mdef, 0);
let per_damage = Math.max(mon_atk - hero_def, 0),
per_mdamage = 0;
if (core.hasSpecial(mon_special, 2)) {
per_mdamage = Math.floor(mon_atk * (100 - hero_mdef) / 100);
}
//
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 hero_per_damage = Math.max(hero_atk - mon_def, 0),
hero_per_mdamage = Math.floor((hero_spell * hero_matk / 100) * (100 - mon_mdef) / 100);
let damage = 0,
hero_turn = 0,
@ -989,7 +997,7 @@ var functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a =
hero_time = 0; now_mon_hp > 0;
) {
//勇士和怪物的长度
//勇士和怪物的长度。这里需要把if else改成轮次的if和math.min
mon_time = mon_length / mon_speed;
hero_time = hero_length / hero_speed;
if (
@ -1027,7 +1035,7 @@ var functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a =
}
let hero_diff = {},
mon_diff = {};
//这里插入汇总勇士和怪物在此回合结束时的情况数值,用以跑条动画读取
//这里插入汇总勇士和怪物在此回合结束时的情况变化hp, atk, def, speed, spell, damage, etc),用以跑条动画读取
heroDiffPerTurn.push(hero_diff);
enemyDiffPerTurn.push(mon_diff); //将勇士和怪物此回合结束时的属性变动保存到heroPerInfo和enemyPerInfo中用以跑条动画读取
}
@ -1059,7 +1067,7 @@ var functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a =
);
//上面这些还没修改
//勇士护盾计算
let barrier = hero_mdef;
let barrier = Math.floor(hero_spell * hero_mhp / 100);
// ------ 支援 ----- //