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5 Commits
d5fde8eaca
...
4609a85797
Author | SHA1 | Date | |
---|---|---|---|
4609a85797 | |||
4936449f67 | |||
1eec945d93 | |||
b3da61870c | |||
24807dffe0 |
@ -965,8 +965,7 @@ action
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| animationDrawable_s
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| over_s
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| overlist_s
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| playStereo_s
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| moveStereo_s
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| cgtextList_s
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| pass_s
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;
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||||
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@ -1125,22 +1124,33 @@ overtextEmpty
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var code = [];
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return code;
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*/;
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cgtextList_s
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: '切换剧情文本库' EvalString Newline
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/* cgtextList_s
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tooltip : cgtextList:设置cg剧情文本库
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helpUrl : /_docs/#/instruction
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default : ["chapter0"]
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var code = '{"type": "cgtextList", "textList":"'+EvalString_0+'"},\n';
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return code;
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*/;
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cgtext_s
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: '背景' EvalString? '回忆滤镜' Bool? '移除对话框' Bool? '头像' EvalString?'名字' EvalString?'坐标PX' Number'打字间隔' Int? BGNL? Newline
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: '背景' EvalString? '回忆滤镜' Bool? '移除对话框' Bool? '剧情库序列' Int '头像' EvalString?'坐标PX' Number'打字间隔' Int? BGNL? Newline
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'自动等待时长' Int '音频文件(需在全塔属性——使用音效注册)'EvalString? BGNL? Newline
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EvalString? BGNL? Newline textcgDrawingList+? Newline
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textcgDrawingList+? Newline
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/* cgtext_s
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tooltip : cgtext:显示一段包含cg的文字(剧情)
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helpUrl : /_docs/#/instruction
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allImages : ['EvalString_0','EvalString_1']
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allSounds : ['EvalString_3']
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default : ["bg_5043.webp",false,"face_050445.webp",false,"菲奥奈",-300,0,2000,"","这句话显示在对话框内",[{ "name":"tati_050145a.webp" , "px": 100,"filter":false }]]
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allSounds : ['EvalString_2']
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default : ["bg_5043.webp",false,false,0,"face_050445.webp",-300,0,2000,"","这句话显示在对话框内",[{ "name":"tati_050145a.webp" , "px": 100,"filter":false }]]
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var head ='{ "name": "'+EvalString_1+'", "px": '+Number_0+' }'
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var list=',"bodyList": [\n'+textcgDrawingList_0.slice(0,-1)+'\n]'
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var code = '{"type": "cgtext", "bg":"'+EvalString_0+'","memory":'+Bool_0+',"WindowSkin":'+Bool_1+',"head":'+head+' ,"name":"'+EvalString_2+'","time":'+Int_0+',"wait":'+Int_1+',"sound":"'+EvalString_3+'","text": "'+EvalString_4+'"'+list+' },\n';
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var code = '{"type": "cgtext", "bg":"'+EvalString_0+'","memory":'+Bool_0+',"WindowSkin":'+Bool_1+',"head":'+head+' ,"index":"'+Int_0+'","time":'+Int_1+',"wait":'+Int_2+',"sound":"'+EvalString_2+'"'+list+' },\n';
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return code;
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*/;
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textcgDrawingList
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@ -3078,39 +3088,8 @@ var code = '{"type": "playSound", "name": "'+EvalString_0+'"'+Bool_0+IntString_0
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return code;
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*/;
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playStereo_s
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: '播放音效(立体音)' EvalString '左声道音量' Int '右声道音量' Int '启用立体音' Bool? Newline
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/* playStereo_s
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tooltip : playSound: 播放音效(立体音)
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helpUrl : /_docs/#/instruction
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default : ["item.mp3",1,1,true]
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colour : this.imageColor
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allSounds : ['EvalString_0']
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material : ["./project/sounds/", "EvalString_0"]
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var code = '{"type": "playStereo", "name": "'+EvalString_0+'", "left": '+Int_0+', "right": '+Int_1+', "split": '+Bool_0+'},\n';
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return code;
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*/;
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moveStereo_s
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: '播放渐变音效(立体音)' EvalString '左声道音量' Int '右声道音量' Int '启用立体音' Bool? BGNL? Newline
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'左声道目标音量' Int '右声道目标音量' Int '渐变时长'Int Newline
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/* moveStereo_s
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tooltip : playSound: 播放渐变音效(立体音)
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helpUrl : /_docs/#/instruction
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default : ["item.mp3",1,1,true,10,10,1000]
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colour : this.imageColor
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allSounds : ['EvalString_0']
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material : ["./project/sounds/", "EvalString_0"]
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var code = '{"type": "moveStereo", "name": "'+EvalString_0+'", "left": '+Int_0+', "right": '+Int_1+', "split": '+Bool_0+', "leftTo": '+Int_2+', "rightTo": '+Int_3+', "time": '+Int_4+'},\n';
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return code;
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*/;
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playSound_1_s
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: '播放系统音效' NameMap_List '停止之前音效' Bool? '音调' IntString? '等待播放完毕' Bool? Newline
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|
@ -542,6 +542,12 @@ MotaActionParser = function () {
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);
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}
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break;
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case "cgtextList":
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this.next = MotaActionBlocks["cgtextList_s"].xmlText([
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data.textList,
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this.next,
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]);
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break;
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case "cgtext": // cg对话框
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var buildcgDrawing = function (obj) {
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obj = MotaActionFunctions.processcgDrawing(obj || []);
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@ -563,13 +569,12 @@ MotaActionParser = function () {
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data.bg,
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data.memory,
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data.WindowSkin,
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data.index,
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data.head.name,
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data.name || "",
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data.head.px || -300,
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data.time,
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data.wait,
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data.sound,
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data.text,
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buildcgDrawing(data.bodyList),
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this.next,
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]);
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@ -1520,27 +1525,6 @@ MotaActionParser = function () {
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]);
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}
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break;
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case "playStereo":
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this.next = MotaActionBlocks["playStereo_s"].xmlText([
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data.name,
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data.left,
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data.right,
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data.split || true,
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this.next,
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]);
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break;
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case "moveStereo":
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this.next = MotaActionBlocks["moveStereo_s"].xmlText([
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data.name,
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data.left,
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data.right,
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data.split || true,
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data.leftTo,
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data.rightTo,
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data.time,
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this.next,
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]);
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break;
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case "playSound":
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var knownItems = MotaActionBlocks["NameMap_List"].options.map(function (
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one
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@ -389,7 +389,7 @@ var comment_c456ea59_6018_45ef_8bcc_211a24c627dc = {
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}
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}
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},
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"enemys_template": { 'name': '新敌人', 'hp': 0, 'atk': 0, 'def': 0, 'money': 0, 'exp': 0, 'point': 0, 'special': [] },
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"enemys_template": { 'name': '新敌人', 'hp': 0, 'atk': 0, 'def': 0, 'mdef': 0, 'speed': 0, 'money': 0, 'exp': 0, 'point': 0, 'special': [] },
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// --------------------------- 【图块属性】相关的表格配置 --------------------------- //
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6529
libs/control.js
6529
libs/control.js
File diff suppressed because it is too large
Load Diff
7045
libs/events.js
7045
libs/events.js
File diff suppressed because it is too large
Load Diff
1164
libs/loader.js
1164
libs/loader.js
File diff suppressed because it is too large
Load Diff
6
main.js
6
main.js
@ -909,7 +909,7 @@ main.prototype.listen = function () {
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////// 点击“开始游戏”时 //////
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main.dom.playGame.onclick = function () {
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main.dom.startButtons.style.display = "none";
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main.core.control.checkBgm();
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main.core.checkBgm();
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if (main.levelChoose.length == 0) {
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core.events.startGame("");
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@ -922,13 +922,13 @@ main.prototype.listen = function () {
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////// 点击“载入游戏”时 //////
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main.dom.loadGame.onclick = function () {
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main.core.control.checkBgm();
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main.core.checkBgm();
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main.core.load();
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};
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////// 点击“录像回放”时 //////
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main.dom.replayGame.onclick = function () {
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main.core.control.checkBgm();
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main.core.checkBgm();
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main.core.chooseReplayFile();
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};
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|
Binary file not shown.
BIN
project/bgms/theme.opus
Normal file
BIN
project/bgms/theme.opus
Normal file
Binary file not shown.
@ -905,7 +905,7 @@ var data_a1e2fb4a_e986_4524_b0da_9b7ba7c0874d =
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"Halbmond.opus",
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"ed.opus",
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"op.opus",
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"theme.mp3"
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"theme.opus"
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],
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"sounds": [
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"aiy010000010.opus",
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@ -998,7 +998,6 @@ var data_a1e2fb4a_e986_4524_b0da_9b7ba7c0874d =
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"aiy820000010.opus",
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"aiy820000020.opus",
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"attack.opus",
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"attack.opus",
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"bomb.opus",
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"cancel.opus",
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"centerFly.opus",
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@ -1062,7 +1061,7 @@ var data_a1e2fb4a_e986_4524_b0da_9b7ba7c0874d =
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"饰品",
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"饰品"
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],
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"startBgm": "theme.mp3",
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"startBgm": "theme.opus",
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"styles": {
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"startBackground": "project/images/background.webp",
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"startVerticalBackground": "project/images/backgroundvertical.webp",
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@ -1446,7 +1445,7 @@ var data_a1e2fb4a_e986_4524_b0da_9b7ba7c0874d =
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},
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{
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"type": "function",
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"function": "function(){\ncore.control.checkBgm()\n}"
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"function": "function(){\ncore.checkBgm()\n}"
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},
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{
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"type": "if",
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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},
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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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"greenSlime": {"name":"绿头怪","hp":0,"atk":0,"def":0,"money":0,"exp":0,"point":0,"special":0,"magic":false},
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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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"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]},
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|
1430
project/events.js
1430
project/events.js
File diff suppressed because it is too large
Load Diff
@ -46,6 +46,12 @@ main.floors.street01=
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{
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"type": "setmusics"
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||||
}
|
||||
],
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"6,11": [
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{
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"type": "insert",
|
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"name": "chapter01"
|
||||
}
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||||
]
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||||
},
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"changeFloor": {
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||||
|
@ -94,73 +94,73 @@ var functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a =
|
||||
})
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||||
},
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"changingFloor": function (floorId, heroLoc) {
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// 正在切换楼层过程中执行的操作;此函数的执行时间是“屏幕完全变黑“的那一刻
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// floorId为要切换到的楼层ID;heroLoc表示勇士切换到的位置
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// 正在切换楼层过程中执行的操作;此函数的执行时间是“屏幕完全变黑“的那一刻
|
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// floorId为要切换到的楼层ID;heroLoc表示勇士切换到的位置
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|
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// ---------- 此时还没有进行切换,当前floorId还是原来的 ---------- //
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var currentId = core.status.floorId || null; // 获得当前的floorId,可能为null
|
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var fromLoad = core.hasFlag('__fromLoad__'); // 是否是读档造成的切换
|
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var isFlying = core.hasFlag('__isFlying__'); // 是否是楼传造成的切换
|
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if (!fromLoad && !(isFlying && currentId == floorId)) {
|
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if (!core.hasFlag("__leaveLoc__")) core.setFlag("__leaveLoc__", {});
|
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if (currentId != null) core.getFlag("__leaveLoc__")[currentId] = core.clone(core.status.hero.loc);
|
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// ---------- 此时还没有进行切换,当前floorId还是原来的 ---------- //
|
||||
var currentId = core.status.floorId || null; // 获得当前的floorId,可能为null
|
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var fromLoad = core.hasFlag('__fromLoad__'); // 是否是读档造成的切换
|
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var isFlying = core.hasFlag('__isFlying__'); // 是否是楼传造成的切换
|
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if (!fromLoad && !(isFlying && currentId == floorId)) {
|
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if (!core.hasFlag("__leaveLoc__")) core.setFlag("__leaveLoc__", {});
|
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if (currentId != null) core.getFlag("__leaveLoc__")[currentId] = core.clone(core.status.hero.loc);
|
||||
}
|
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|
||||
// 可以对currentId进行判定,比如删除某些自定义图层等
|
||||
// if (currentId == 'MT0') {
|
||||
// core.deleteAllCanvas();
|
||||
// }
|
||||
|
||||
// 根据分区信息自动砍层与恢复
|
||||
if (core.autoRemoveMaps) core.autoRemoveMaps(floorId);
|
||||
|
||||
// 重置画布尺寸
|
||||
core.maps.resizeMap(floorId);
|
||||
// 设置勇士的位置
|
||||
heroLoc.direction = core.turnDirection(heroLoc.direction);
|
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core.status.hero.loc = heroLoc;
|
||||
// 检查重生怪并重置
|
||||
if (!fromLoad) {
|
||||
core.extractBlocks(floorId);
|
||||
core.status.maps[floorId].blocks.forEach(function (block) {
|
||||
if (block.disable && core.enemys.hasSpecial(block.event.id, 23)) {
|
||||
block.disable = false;
|
||||
core.setMapBlockDisabled(floorId, block.x, block.y, false);
|
||||
core.maps._updateMapArray(floorId, block.x, block.y);
|
||||
}
|
||||
});
|
||||
core.control.gatherFollowers();
|
||||
}
|
||||
|
||||
// 可以对currentId进行判定,比如删除某些自定义图层等
|
||||
// if (currentId == 'MT0') {
|
||||
// core.deleteAllCanvas();
|
||||
// }
|
||||
// ---------- 重绘新地图;这一步将会设置core.status.floorId ---------- //
|
||||
core.drawMap(floorId);
|
||||
|
||||
// 根据分区信息自动砍层与恢复
|
||||
if (core.autoRemoveMaps) core.autoRemoveMaps(floorId);
|
||||
// 切换楼层BGM
|
||||
if (core.status.maps[floorId].bgm) {
|
||||
var bgm = core.status.maps[floorId].bgm;
|
||||
if (bgm instanceof Array) bgm = bgm[Math.floor(Math.random() * bgm.length)]; // 多个bgm则随机播放一个
|
||||
if (!core.hasFlag("__bgm__")) core.playBgm(bgm);
|
||||
} else if (fromLoad && !core.hasFlag("__bgm__")) {
|
||||
core.pauseBgm();
|
||||
}
|
||||
// 更改画面色调
|
||||
var color = core.getFlag('__color__', null);
|
||||
if (!color && core.status.maps[floorId].color)
|
||||
color = core.status.maps[floorId].color;
|
||||
core.clearMap('curtain');
|
||||
core.status.curtainColor = color;
|
||||
if (color) core.fillRect('curtain', 0, 0, core._PX_ || core.__PIXELS__, core._PY_ || core.__PIXELS__, core.arrayToRGBA(color));
|
||||
// 更改天气
|
||||
var weather = core.getFlag('__weather__', null);
|
||||
if (!weather && core.status.maps[floorId].weather)
|
||||
weather = core.status.maps[floorId].weather;
|
||||
if (weather)
|
||||
core.setWeather(weather[0], weather[1]);
|
||||
else core.setWeather();
|
||||
|
||||
// 重置画布尺寸
|
||||
core.maps.resizeMap(floorId);
|
||||
// 设置勇士的位置
|
||||
heroLoc.direction = core.turnDirection(heroLoc.direction);
|
||||
core.status.hero.loc = heroLoc;
|
||||
// 检查重生怪并重置
|
||||
if (!fromLoad) {
|
||||
core.extractBlocks(floorId);
|
||||
core.status.maps[floorId].blocks.forEach(function (block) {
|
||||
if (block.disable && core.enemys.hasSpecial(block.event.id, 23)) {
|
||||
block.disable = false;
|
||||
core.setMapBlockDisabled(floorId, block.x, block.y, false);
|
||||
core.maps._updateMapArray(floorId, block.x, block.y);
|
||||
}
|
||||
});
|
||||
core.control.gatherFollowers();
|
||||
}
|
||||
// ...可以新增一些其他内容,比如创建个画布在右上角显示什么内容等等
|
||||
|
||||
// ---------- 重绘新地图;这一步将会设置core.status.floorId ---------- //
|
||||
core.drawMap(floorId);
|
||||
|
||||
// 切换楼层BGM
|
||||
if (core.status.maps[floorId].bgm) {
|
||||
var bgm = core.status.maps[floorId].bgm;
|
||||
if (bgm instanceof Array) bgm = bgm[Math.floor(Math.random() * bgm.length)]; // 多个bgm则随机播放一个
|
||||
if (!core.hasFlag("__bgm__")) core.playBgm(bgm);
|
||||
} else if (fromLoad && !core.hasFlag("__bgm__")) {
|
||||
core.pauseBgm();
|
||||
}
|
||||
// 更改画面色调
|
||||
var color = core.getFlag('__color__', null);
|
||||
if (!color && core.status.maps[floorId].color)
|
||||
color = core.status.maps[floorId].color;
|
||||
core.clearMap('curtain');
|
||||
core.status.curtainColor = color;
|
||||
if (color) core.fillRect('curtain', 0, 0, core._PX_ || core.__PIXELS__, core._PY_ || core.__PIXELS__, core.arrayToRGBA(color));
|
||||
// 更改天气
|
||||
var weather = core.getFlag('__weather__', null);
|
||||
if (!weather && core.status.maps[floorId].weather)
|
||||
weather = core.status.maps[floorId].weather;
|
||||
if (weather)
|
||||
core.setWeather(weather[0], weather[1]);
|
||||
else core.setWeather();
|
||||
|
||||
// ...可以新增一些其他内容,比如创建个画布在右上角显示什么内容等等
|
||||
|
||||
},
|
||||
},
|
||||
"afterChangeFloor": function (floorId) {
|
||||
// 转换楼层结束的事件;此函数会在整个楼层切换完全结束后再执行
|
||||
// floorId是切换到的楼层
|
||||
@ -531,15 +531,21 @@ var functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a =
|
||||
var hero_hp = core.getRealStatusOrDefault(hero, 'hp'),
|
||||
hero_atk = core.getRealStatusOrDefault(hero, 'atk'),
|
||||
hero_def = core.getRealStatusOrDefault(hero, 'def'),
|
||||
hero_mdef = core.getRealStatusOrDefault(hero, 'mdef');
|
||||
hero_mdef = core.getRealStatusOrDefault(hero, 'mdef'),
|
||||
hero_speed = core.getRealStatusOrDefault(hero, 'speed');
|
||||
|
||||
var mon_hp = core.getEnemyValue(enemy, 'hp', x, y, floorId),
|
||||
mon_atk = core.getEnemyValue(enemy, 'atk', x, y, floorId),
|
||||
mon_def = core.getEnemyValue(enemy, 'def', x, y, floorId),
|
||||
mon_mdef = core.getEnemyValue(enemy, 'mdef', x, y, floorId),
|
||||
mon_speed = core.getEnemyValue(enemy, 'speed', x, y, floorId),
|
||||
mon_special = core.getEnemyValue(enemy, 'special', x, y, floorId);
|
||||
var mon_money = core.getEnemyValue(enemy, 'money', x, y, floorId),
|
||||
mon_exp = core.getEnemyValue(enemy, 'exp', x, y, floorId),
|
||||
mon_point = core.getEnemyValue(enemy, 'point', x, y, floorId);
|
||||
var mon_barrier = 0,
|
||||
mon_absorb_damage = 0,
|
||||
mon_magic = core.getEnemyValue(enemy, 'magic', x, y, floorId);
|
||||
// 模仿
|
||||
if (core.hasSpecial(mon_special, 10)) {
|
||||
mon_atk = hero_atk;
|
||||
@ -633,10 +639,15 @@ var functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a =
|
||||
"hp": Math.floor(mon_hp),
|
||||
"atk": Math.floor(mon_atk),
|
||||
"def": Math.floor(mon_def),
|
||||
"mdef": Math.floor(mon_mdef),
|
||||
"speed": Math.floor(mon_speed),
|
||||
"barrier": Math.floor(mon_barrier),
|
||||
"absorb": Math.floor(mon_absorb_damage),
|
||||
"money": Math.floor(mon_money),
|
||||
"exp": Math.floor(mon_exp),
|
||||
"point": Math.floor(mon_point),
|
||||
"special": mon_special,
|
||||
"magic": mon_magic,
|
||||
"guards": guards, // 返回支援情况
|
||||
};
|
||||
},
|
||||
@ -655,15 +666,13 @@ var functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a =
|
||||
hero_atk = core.getRealStatusOrDefault(hero, 'atk'),
|
||||
hero_def = core.getRealStatusOrDefault(hero, 'def'),
|
||||
hero_mdef = core.getRealStatusOrDefault(hero, 'mdef'),
|
||||
hero_speed = core.getRealStatusOrDefault(hero, 'speed'),
|
||||
hero_magic = core.getRealStatusOrDefault(hero, 'magic'),
|
||||
origin_hero_hp = core.getStatusOrDefault(hero, 'hp'),
|
||||
origin_hero_atk = core.getStatusOrDefault(hero, 'atk'),
|
||||
origin_hero_def = core.getStatusOrDefault(hero, 'def');
|
||||
|
||||
// 勇士的负属性都按0计算
|
||||
hero_hp = Math.max(0, hero_hp);
|
||||
hero_atk = Math.max(0, hero_atk);
|
||||
hero_def = Math.max(0, hero_def);
|
||||
hero_mdef = Math.max(0, hero_mdef);
|
||||
|
||||
|
||||
// 怪物的各项数据
|
||||
// 对坚固模仿等处理扔到了脚本编辑-getEnemyInfo之中
|
||||
@ -671,23 +680,34 @@ var functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a =
|
||||
var mon_hp = enemyInfo.hp,
|
||||
mon_atk = enemyInfo.atk,
|
||||
mon_def = enemyInfo.def,
|
||||
mon_special = enemyInfo.special;
|
||||
mon_mdef = enemyInfo.mdef,
|
||||
mon_speed = enemyInfo.speed,
|
||||
mon_special = enemyInfo.special,
|
||||
mon_absorb_damage = enemyInfo.absorb,
|
||||
mon_barrier = enemyInfo.barrier;
|
||||
|
||||
//---第一部分:静态属性修正---
|
||||
//此处写入静态影响勇士属性的勇士或怪物技能(静态影响怪物属性的技能于getEnemyInfo中写入)
|
||||
// 技能的处理
|
||||
if (core.getFlag('skill', 0) == 1) { // 开启了技能1:二倍斩
|
||||
hero_atk *= 2; // 计算时攻击力翻倍
|
||||
}
|
||||
//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));
|
||||
|
||||
// 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"))
|
||||
return null; // 不可战斗
|
||||
|
||||
// 战前造成的额外伤害(可被护盾抵消)
|
||||
var init_damage = 0;
|
||||
let init_damage = 0;
|
||||
|
||||
// 吸血
|
||||
if (core.hasSpecial(mon_special, 11)) {
|
||||
var vampire_damage = hero_hp * enemy.vampire;
|
||||
let vampire_damage = hero_hp * enemy.vampire;
|
||||
|
||||
// 如果有神圣盾免疫吸血等可以在这里写
|
||||
// 也可以用hasItem和hasEquip来判定装备
|
||||
@ -701,17 +721,60 @@ var functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a =
|
||||
init_damage += vampire_damage;
|
||||
}
|
||||
|
||||
//——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
|
||||
var per_damage = mon_atk - hero_def;
|
||||
let per_damage = Math.max(mon_atk - hero_def, 0);
|
||||
if (enemyInfo.magic) per_damage = Math.max(mon_atk - hero_mdef, 0);
|
||||
|
||||
// 战斗伤害不能为负值
|
||||
if (per_damage < 0) per_damage = 0;
|
||||
//
|
||||
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 damage = 0,
|
||||
hero_turn = 0,
|
||||
mon_turn = 0;
|
||||
//---第三部分:递归开始---
|
||||
let length = hero_speed * mon_speed;
|
||||
|
||||
for (let now_mon_hp = mon_hp, last_mon_hp = mon_hp, mon_length = length, hero_length = length, mon_time = 0, hero_time = 0; now_mon_hp > 0;) { //勇士和怪物的长度
|
||||
mon_time = mon_length / mon_speed;
|
||||
hero_time = hero_length / hero_speed;
|
||||
if ((mon_time < hero_time) || ((mon_time = hero_time) && (mon_speed > hero_speed))) { //怪物攻击的回合
|
||||
//这里计算怪物攻击时发生的各种变化
|
||||
|
||||
//伤害与回合增加
|
||||
damage += per_damage;
|
||||
if (core.hasSpecial(mon_special, 6)) {
|
||||
mon_turn += enemy.n;
|
||||
} else {
|
||||
mon_turn += 1;
|
||||
}
|
||||
//重新为长度赋值
|
||||
mon_length = length;
|
||||
hero_length = hero_length - mon_time * hero_speed;
|
||||
} else { //勇士攻击的回合
|
||||
// 这里计算勇士攻击时发生的各种变化
|
||||
|
||||
// 伤害与回合数增加
|
||||
now_mon_hp -= hero_per_damage;
|
||||
hero_turn += 1; //勇士回合+1,如果有勇士每回合多次攻击的情况,在这里写判断
|
||||
// 无法战斗计算
|
||||
if (hero_turn % 50 == 0) {
|
||||
if (now_mon_hp >= last_mon_hp) return null;
|
||||
last_mon_hp = now_mon_hp;
|
||||
}
|
||||
//重新为长度赋值
|
||||
hero_length = length;
|
||||
mon_length = mon_length - hero_time * mon_speed;
|
||||
}
|
||||
}
|
||||
|
||||
//下面这些还没修改
|
||||
// 连击
|
||||
if (core.hasSpecial(mon_special, 6)) per_damage *= (enemy.n || 2);
|
||||
|
||||
// 每回合的反击伤害;反击是按照勇士的攻击次数来计算回合
|
||||
var counterDamage = 0;
|
||||
let counterDamage = 0;
|
||||
if (core.hasSpecial(mon_special, 8))
|
||||
counterDamage += Math.floor((enemy.counterAttack || core.values.counterAttack) * hero_atk);
|
||||
|
||||
@ -725,19 +788,14 @@ var functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a =
|
||||
// 净化
|
||||
if (core.hasSpecial(mon_special, 9))
|
||||
init_damage += Math.floor((enemy.purify || core.values.purify) * hero_mdef);
|
||||
|
||||
// 勇士每回合对怪物造成的伤害
|
||||
var hero_per_damage = Math.max(hero_atk - mon_def, 0);
|
||||
|
||||
// 如果没有破防,则不可战斗
|
||||
if (hero_per_damage <= 0) return null;
|
||||
|
||||
// 勇士的攻击回合数;为怪物生命除以每回合伤害向上取整
|
||||
var turn = Math.ceil(mon_hp / hero_per_damage);
|
||||
//上面这些还没修改
|
||||
//勇士护盾计算
|
||||
let barrier = hero_mdef;
|
||||
if (enemyInfo.magic) barrier = hero_def;
|
||||
|
||||
// ------ 支援 ----- //
|
||||
// 这个递归最好想明白为什么,flag:__extraTurn__是怎么用的
|
||||
var guards = core.getFlag("__guards__" + x + "_" + y, enemyInfo.guards);
|
||||
/*var guards = core.getFlag("__guards__" + x + "_" + y, enemyInfo.guards);
|
||||
var guard_before_current_enemy = false; // ------ 支援怪是先打(true)还是后打(false)?
|
||||
turn += core.getFlag("__extraTurn__", 0);
|
||||
if (guards.length > 0) {
|
||||
@ -764,13 +822,13 @@ var functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a =
|
||||
turn += core.getFlag("__extraTurn__", 0);
|
||||
}
|
||||
}
|
||||
core.removeFlag("__extraTurn__");
|
||||
core.removeFlag("__extraTurn__");*/
|
||||
// ------ 支援END ------ //
|
||||
|
||||
// 最终伤害:初始伤害 + 怪物对勇士造成的伤害 + 反击伤害
|
||||
var damage = init_damage + (turn - 1) * per_damage + turn * counterDamage;
|
||||
damage += init_damage + hero_turn * counterDamage;
|
||||
// 再扣去护盾
|
||||
damage -= hero_mdef;
|
||||
damage -= barrier;
|
||||
|
||||
// 检查是否允许负伤
|
||||
if (!core.flags.enableNegativeDamage)
|
||||
@ -788,12 +846,18 @@ var functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a =
|
||||
"mon_hp": Math.floor(mon_hp),
|
||||
"mon_atk": Math.floor(mon_atk),
|
||||
"mon_def": Math.floor(mon_def),
|
||||
"mon_mdef": Math.floor(mon_mdef),
|
||||
"init_damage": Math.floor(init_damage),
|
||||
"per_damage": Math.floor(per_damage),
|
||||
"hero_per_damage": Math.floor(hero_per_damage),
|
||||
"turn": Math.floor(turn),
|
||||
"turn": Math.floor(hero_turn),
|
||||
"mon_turn": Math.floor(mon_turn),
|
||||
"damage": Math.floor(damage)
|
||||
};
|
||||
/*TODO:怪物手册的修改(需要修改这里return的内容以及一些战后判断)
|
||||
1. 显示怪物是魔攻还是物攻(在怪物名字上做颜色变化,物攻是黄色,魔攻是蓝色)
|
||||
2. 一防减伤是物防还是魔防(由怪物是物攻还是魔攻来转换)
|
||||
3. 特殊战斗的怪物,在怪物手册里“伤害”写为“特殊战”*/
|
||||
}
|
||||
},
|
||||
"actions": {
|
||||
@ -824,7 +888,9 @@ var functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a =
|
||||
core.openBook(true);
|
||||
break;
|
||||
case 71: // G:使用楼传器
|
||||
core.ui._drawViewMaps(core.floorIds.indexOf(core.status.floorId));
|
||||
flags.canMoveFloor = core.canMoveFloor()
|
||||
if (core.isPlaying()) core.ui._drawViewMaps(core.floorIds.indexOf(core.status.floorId));
|
||||
core.status.route.push("key:71");
|
||||
break;
|
||||
case 65: // A:读取自动存档(回退)
|
||||
core.doSL("autoSave", "load");
|
||||
|
Binary file not shown.
Before Width: | Height: | Size: 4.8 KiB After Width: | Height: | Size: 1.3 KiB |
@ -332,7 +332,7 @@ var items_296f5d02_12fd_4166_a7c1_b5e830c9ee3a =
|
||||
"text": "可以自由往来去过的楼层",
|
||||
"hideInReplay": true,
|
||||
"hideInToolbox": true,
|
||||
"useItemEffect": "//core.ui.drawFly(core.floorIds.indexOf(core.status.floorId));\ncore.ui._drawViewMaps(core.floorIds.indexOf(core.status.floorId));",
|
||||
"useItemEffect": "//core.ui.drawFly(core.floorIds.indexOf(core.status.floorId));\nflags.canMoveFloor = core.canMoveFloor()\nif (core.isPlaying()) core.ui._drawViewMaps(core.floorIds.indexOf(core.status.floorId));",
|
||||
"canUseItemEffect": "(function () {\n\tif (core.flags.flyNearStair && !core.nearStair() && !core.canMoveFloor())\n\t\treturn false;\n\treturn core.status.maps[core.status.floorId].canFlyFrom;\n})();"
|
||||
},
|
||||
"coin": {
|
||||
|
13240
project/plugins.js
13240
project/plugins.js
File diff suppressed because it is too large
Load Diff
Loading…
Reference in New Issue
Block a user