Compare commits
No commits in common. "fd1be5530c0361a7b0daccf5f24b9e5b11c36960" and "39d3803cf8c6d6b7c90dc0eeb4f04501dcf33775" have entirely different histories.
fd1be5530c
...
39d3803cf8
@ -116,14 +116,6 @@ var comment_c456ea59_6018_45ef_8bcc_211a24c627dc = {
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"_lint": true,
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"_lint": true,
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"_docs": "能否使用或装备",
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"_docs": "能否使用或装备",
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"_data": "当前能否使用或装备该道具,仅对cls不为items有效。null表示始终不可使用但可装备"
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"_data": "当前能否使用或装备该道具,仅对cls不为items有效。null表示始终不可使用但可装备"
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},
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"canBatchUse": {
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"_leaf": true,
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"_type": "textarea",
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"_string": true,
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"_lint": true,
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"_docs": "能否批量使用",
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"_data": "该道具是否允许批量使用,仅对cls为tools或constants有效,true表示可批量使用。建议同时勾选【回放不绘制道具栏】"
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}
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}
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}
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}
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},
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},
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@ -1529,7 +1529,7 @@ var data_a1e2fb4a_e986_4524_b0da_9b7ba7c0874d =
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"hp": 1000,
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"hp": 1000,
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"manamax": -1,
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"manamax": -1,
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"mana": 0,
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"mana": 0,
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"atk": 10,
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"atk": 60,
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"def": 10,
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"def": 10,
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"mdef": 100,
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"mdef": 100,
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"speed": 10,
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"speed": 10,
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@ -55,9 +55,9 @@ main.floors.xiaoxiang01=
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[120147, 0, 32, 0,200199, 0,201029,225,110132,224, 0, 0,90675],
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[120147, 0, 32, 0,200199, 0,201029,225,110132,224, 0, 0,90675],
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[120164,225,200998,200999,201037, 81,201029, 0, 0, 0,110116, 0, 94],
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[120164,225,200998,200999,201037, 81,201029, 0, 0, 0,110116, 0, 94],
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[120172, 0,222, 0,221, 0,201029, 81,110116,225,110137,110138,90650],
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[120172, 0,222, 0,221, 0,201029, 81,110116,225,110137,110138,90650],
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[120180,201037,201037, 81,201037,201037,201037,246,110124, 0, 81, 31,90658],
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[120180,201037,201037, 81,201037,201037,201037, 0,110124, 0, 81, 31,90658],
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[ 92, 32, 32, 22, 21,80089, 31, 0,110132, 0,110122,110122,110197],
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[ 92, 32, 32, 22, 21,80089, 31, 0,110132, 0,110122,110122,110197],
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[140,110191, 21, 21, 21,80089, 0,246, 81, 0,222, 29,110197],
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[140,110191, 21, 21, 21,80089, 0, 0, 81, 0,222, 29,110197],
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[140,140,140,110191,80083,80097, 93,110138,110138,140189,140,140,140]
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[140,140,140,110191,80083,80097, 93,110138,110138,140189,140,140,140]
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],
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],
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"areas": "牢狱",
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"areas": "牢狱",
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@ -48,8 +48,8 @@ main.floors.yiqu1=
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[140142, 0,120015,120028,201037, 0,201029, 0, 0, 0, 0, 0,110197],
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[140142, 0,120015,120028,201037, 0,201029, 0, 0, 0, 0, 0,110197],
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[140150, 0, 0,120019, 0, 0,201029, 0,110189,140,110191, 0,110205],
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[140150, 0, 0,120019, 0, 0,201029, 0,110189,140,110191, 0,110205],
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[ 92, 0, 0,120019,201037,201037,201037, 0,110197,140,110199, 81,110224],
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[ 92, 0, 0,120019,201037,201037,201037, 0,110197,140,110199, 81,110224],
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[ 0, 0, 0,120027, 0, 0, 0, 0,110197,140,110199, 0,110232],
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[ 0, 0, 0,120027, 37, 37, 0, 0,110197,140,110199, 0,110232],
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[110191, 0, 0, 0, 0, 0,110189,140,140,140,110199, 0, 94],
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[110191, 0, 0, 0, 36, 35,110189,140,140,140,110199, 0, 94],
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[110199,140,140,110191, 0, 0,110197,140,140,110204,110207, 0, 0],
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[110199,140,140,110191, 0, 0,110197,140,140,110204,110207, 0, 0],
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[140,140,140,110199,90684,90684,110197,140,140,110199,110234, 0, 0],
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[140,140,140,110199,90684,90684,110197,140,140,110199,110234, 0, 0],
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[140,140,140,110199,100307,100308,110197,140,140,110199, 0, 0, 0]
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[140,140,140,110199,100307,100308,110197,140,140,110199, 0, 0, 0]
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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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return true;
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},
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},
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"afterBattle": async function (enemyId, x, y) {
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"afterBattle": function (enemyId, x, y) {
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// 战斗结束后触发的事件
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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 enemy = core.getEnemyInfo(enemyId, hero, x, y)
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var special = enemy.special;
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var special = enemy.special;
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@ -295,7 +295,7 @@ var functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a =
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animate = core.material.items[equipId].equip.animate;
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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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// 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 (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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// 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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if (!(core.material.animates[animate] || {}).se)
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core.playSound('attack.mp3');
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core.playSound('attack.mp3');
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@ -305,11 +305,11 @@ var functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a =
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core.drawAnimate(animate, x, y);
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core.drawAnimate(animate, x, y);
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else
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else
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core.drawHeroAnimate(animate);
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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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// 获得战斗伤害信息
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var damageInfo = core.getDamageInfo(enemyId, null, x, y) || {};
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var damageInfo = core.getDamageInfo(enemyId, null, x, y) || {};
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if (!core.getFlag("noAnimate")) await core.attackAnimate(
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if (!core.getFlag("noAnimate")) core.attackAnimate(
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enemyId,
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enemyId,
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damageInfo.start[0],
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damageInfo.start[0],
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damageInfo.start[1],
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damageInfo.start[1],
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@ -928,17 +928,6 @@ var functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a =
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origin_hero_atk = core.getStatusOrDefault(hero, "atk"),
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origin_hero_atk = core.getStatusOrDefault(hero, "atk"),
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origin_hero_def = core.getStatusOrDefault(hero, "def");
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origin_hero_def = core.getStatusOrDefault(hero, "def");
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//编辑器特判
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if (main.mode == "editor") {
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hero_hp = hero?.hp ?? core.status.hero.hp,
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hero_atk = hero?.atk ?? core.status.hero.atk,
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hero_def = hero?.def ?? core.status.hero.def,
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hero_matk = hero?.matk ?? core.status.hero.matk,
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hero_mdef = hero?.mdef ?? core.status.hero.mdef,
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hero_mhp = hero?.mhp ?? core.status.hero.mhp,
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hero_speed = hero?.speed ?? core.status.hero.speed,
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hero_spell = hero?.spell ?? core.status.hero.spell;
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}
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// 怪物的各项数据
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// 怪物的各项数据
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// 对坚固模仿等处理扔到了脚本编辑-getEnemyInfo之中
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// 对坚固模仿等处理扔到了脚本编辑-getEnemyInfo之中
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var enemyInfo = core.enemys.getEnemyInfo(enemy, hero, x, y, floorId);
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var enemyInfo = core.enemys.getEnemyInfo(enemy, hero, x, y, floorId);
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@ -1028,7 +1017,7 @@ var functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a =
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//需要变更
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//需要变更
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const onegcd = gcd(...oneTurn) //最大公约数
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const onegcd = gcd(...oneTurn) //最大公约数
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oneTurn = lcm(...oneTurn) //单次回合长度
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oneTurn = lcm(...oneTurn) / onegcd //单次回合长度
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//在这里处理equip的初始位置now
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//在这里处理equip的初始位置now
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equipInfo.forEach(v => {
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equipInfo.forEach(v => {
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switch (v.id) {
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switch (v.id) {
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@ -1040,7 +1029,7 @@ var functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a =
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v.onAttack = false
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v.onAttack = false
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if (v.now === oneTurn) v.onAttack = true //增加正在攻击的标志
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if (v.now === oneTurn) v.onAttack = true //增加正在攻击的标志
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})
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})
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const heroinfo = { hp: hero_hp, atk: hero_atk, def: hero_def, mdef: (!hero?.mdef || hero?.mdef === 100) ? hero_mdef : hero.mdef, spell: hero_spell, mhp: Math.floor(hero_spell * hero_mhp / 100), matk: Math.floor(hero_spell * hero_matk / 100), speed: hero_speed, now: 0, isAttack: false } //勇士属性
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const heroinfo = { hp: hero_hp, atk: hero_atk, def: hero_def, mdef: hero_mdef, spell: hero_spell, mhp: Math.floor(hero_spell * hero_mhp / 100), matk: Math.floor(hero_spell * hero_matk / 100), speed: hero_speed, now: 0, isAttack: false } //勇士属性
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const enemyinfo = { hp: mon_hp, atk: mon_atk, def: mon_def, mdef: mon_mdef, spell: mon_spell, speed: mon_speed, special: mon_special, now: 0, onAttack: false, isAttack: false } //怪物属性
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const enemyinfo = { hp: mon_hp, atk: mon_atk, def: mon_def, mdef: mon_mdef, spell: mon_spell, speed: mon_speed, special: mon_special, now: 0, onAttack: false, isAttack: false } //怪物属性
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//先攻,先攻为怪物和勇士勇士行动前怪物出第一刀
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//先攻,先攻为怪物和勇士勇士行动前怪物出第一刀
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if (core.hasSpecial(mon_special, 1)) {
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if (core.hasSpecial(mon_special, 1)) {
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@ -1073,7 +1062,7 @@ var functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a =
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let per_damage = Math.max(enemyinfo.atk - heroinfo.def, 0),
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let per_damage = Math.max(enemyinfo.atk - heroinfo.def, 0),
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per_mdamage = Math.floor(enemyinfo.spell * (100 - heroinfo.mdef) / 100);
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per_mdamage = Math.floor(enemyinfo.spell * (100 - heroinfo.mdef) / 100);
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//这里记录伤害触发后的属性变化和动画,同时计入diff、damage(不要在此直接修改heroinfo和enemyinfo)
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//这里记录伤害触发后的属性变化和动画,同时计入diff、damage
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if (core.hasSpecial(mon_special, 6)) {
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if (core.hasSpecial(mon_special, 6)) {
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hero_damage += per_damage * enemy.n + per_mdamage * enemy.n
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hero_damage += per_damage * enemy.n + per_mdamage * enemy.n
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} else {
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} else {
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@ -1082,14 +1071,12 @@ var functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a =
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let animate = core.plugin.enemyanimate[enemy.id] ?? "sword"
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let animate = core.plugin.enemyanimate[enemy.id] ?? "sword"
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//这里可通过if更改默认的怪物攻击特效
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//这里可通过if更改默认的怪物攻击特效
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hero_animate.push(animate) //勇士身上绘制sword动画
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hero_animate.push(animate) //勇士身上绘制sword动画
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if (heroinfo.mhp + (hero_diff.mhp ?? 0) - hero_damage >= 0) {
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if (heroinfo.mhp - hero_damage >= 0) {
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hero_diff.mhp = (hero_diff.mhp ?? 0) - hero_damage
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heroinfo.mhp = heroinfo.mhp - hero_damage
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hero_damage = 0
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hero_damage = 0
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hero_diff.hp = (hero_diff.hp ?? 0) - hero_damage
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} else {
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} else {
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hero_damage -= heroinfo.mhp + (hero_diff.mhp ?? 0)
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hero_damage -= heroinfo.mhp
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hero_diff.mhp = (hero_diff.mhp ?? 0) - heroinfo.mhp - (hero_diff.mhp ?? 0)
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heroinfo.hp -= hero_damage
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hero_diff.hp = (hero_diff.hp ?? 0) - hero_damage
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hero_diff.hp = (hero_diff.hp ?? 0) - hero_damage
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}
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}
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@ -1102,7 +1089,7 @@ var functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a =
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if (v.onAttack) {
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if (v.onAttack) {
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let mon_damage = 0
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let mon_damage = 0
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let hero_damage = 0
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let hero_damage = 0
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//这里写生效装备的技能效果,同时对双方属性的修改计入diff(不要在此直接修改heroinfo和enemyinfo)
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//这里写生效装备的技能效果,同时对双方属性的修改计入diff
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let animate = core.plugin.equipanimate[v.id] ?? "sword"
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let animate = core.plugin.equipanimate[v.id] ?? "sword"
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//这里可通过if更改默认的道具特效
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//这里可通过if更改默认的道具特效
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enemy_animate.push(animate) //勇士身上绘制动画
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enemy_animate.push(animate) //勇士身上绘制动画
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@ -1117,13 +1104,6 @@ var functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a =
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enemyDiffList.push(enemy_diff)
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enemyDiffList.push(enemy_diff)
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heroanimateList.push(hero_animate)
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heroanimateList.push(hero_animate)
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enemyanimateList.push(enemy_animate)
|
enemyanimateList.push(enemy_animate)
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//处理属性变化
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for (let v in hero_diff) {
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heroinfo[v] += hero_diff[v]
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}
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for (let v in enemy_diff) {
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enemyinfo[v] += enemy_diff[v]
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}
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|
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continue //进入下一循环
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continue //进入下一循环
|
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}
|
}
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heroinfo.now += heroinfo.speed
|
heroinfo.now += heroinfo.speed
|
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@ -1144,12 +1124,12 @@ var functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a =
|
|||||||
let per_damage = Math.max(heroinfo.atk - enemyinfo.def, 0)
|
let per_damage = Math.max(heroinfo.atk - enemyinfo.def, 0)
|
||||||
let per_mdamage = Math.max(Math.floor(heroinfo.matk * (100 - enemyinfo.mdef) / 100), 0)
|
let per_mdamage = Math.max(Math.floor(heroinfo.matk * (100 - enemyinfo.mdef) / 100), 0)
|
||||||
mon_damage = per_damage + per_mdamage
|
mon_damage = per_damage + per_mdamage
|
||||||
//这里记录伤害触发后的属性变化和动画,同时计入diff(不要在此直接修改heroinfo和enemyinfo)
|
//这里记录伤害触发后的属性变化和动画,同时计入diff
|
||||||
let animate = core.plugin.heroanimate[equip0] ?? "sword"
|
let animate = core.plugin.heroanimate[equip0] ?? "sword"
|
||||||
//这里可通过if更改默认的武器攻击特效
|
//这里可通过if更改默认的武器攻击特效
|
||||||
enemy_animate.push(animate)
|
enemy_animate.push(animate)
|
||||||
|
|
||||||
|
enemyinfo.hp -= mon_damage
|
||||||
enemy_diff.hp = (enemy_diff.hp ?? 0) - mon_damage
|
enemy_diff.hp = (enemy_diff.hp ?? 0) - mon_damage
|
||||||
heroinfo.now -= oneTurn
|
heroinfo.now -= oneTurn
|
||||||
hero_turn++
|
hero_turn++
|
||||||
@ -1165,7 +1145,7 @@ var functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a =
|
|||||||
let per_damage = Math.max(enemyinfo.atk - heroinfo.def, 0),
|
let per_damage = Math.max(enemyinfo.atk - heroinfo.def, 0),
|
||||||
per_mdamage = Math.floor(enemyinfo.spell * (100 - heroinfo.mdef) / 100);
|
per_mdamage = Math.floor(enemyinfo.spell * (100 - heroinfo.mdef) / 100);
|
||||||
|
|
||||||
//这里记录伤害触发后的属性变化和动画,同时计入diff、damage(不要在此直接修改heroinfo和enemyinfo)
|
//这里记录伤害触发后的属性变化和动画,同时计入diff、damage
|
||||||
if (core.hasSpecial(mon_special, 6)) {
|
if (core.hasSpecial(mon_special, 6)) {
|
||||||
hero_damage += per_damage * enemy.n + per_mdamage * enemy.n
|
hero_damage += per_damage * enemy.n + per_mdamage * enemy.n
|
||||||
} else {
|
} else {
|
||||||
@ -1174,14 +1154,12 @@ var functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a =
|
|||||||
let animate = core.plugin.enemyanimate[enemy.id] ?? "sword"
|
let animate = core.plugin.enemyanimate[enemy.id] ?? "sword"
|
||||||
//这里可通过if更改默认的怪物攻击特效
|
//这里可通过if更改默认的怪物攻击特效
|
||||||
hero_animate.push(animate) //勇士身上绘制sword动画
|
hero_animate.push(animate) //勇士身上绘制sword动画
|
||||||
if (heroinfo.mhp + (hero_diff.mhp ?? 0) - hero_damage >= 0) {
|
if (heroinfo.mhp - hero_damage >= 0) {
|
||||||
hero_diff.mhp = (hero_diff.mhp ?? 0) - hero_damage
|
heroinfo.mhp = heroinfo.mhp - hero_damage
|
||||||
hero_damage = 0
|
hero_damage = 0
|
||||||
hero_diff.hp = (hero_diff.hp ?? 0) - hero_damage
|
|
||||||
} else {
|
} else {
|
||||||
hero_damage -= heroinfo.mhp + (hero_diff.mhp ?? 0)
|
hero_damage -= heroinfo.mhp
|
||||||
hero_diff.mhp = (hero_diff.mhp ?? 0) - heroinfo.mhp - (hero_diff.mhp ?? 0)
|
heroinfo.hp -= hero_damage
|
||||||
|
|
||||||
hero_diff.hp = (hero_diff.hp ?? 0) - hero_damage
|
hero_diff.hp = (hero_diff.hp ?? 0) - hero_damage
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -1194,7 +1172,7 @@ var functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a =
|
|||||||
if (v.now >= oneTurn) {
|
if (v.now >= oneTurn) {
|
||||||
let mon_damage = 0
|
let mon_damage = 0
|
||||||
let hero_damage = 0
|
let hero_damage = 0
|
||||||
//这里写生效装备的技能效果,同时对双方属性的修改计入diff(不要在此直接修改heroinfo和enemyinfo)
|
//这里写生效装备的技能效果,同时对双方属性的修改计入diff
|
||||||
let animate = core.plugin.equipanimate[v.id] ?? "sword"
|
let animate = core.plugin.equipanimate[v.id] ?? "sword"
|
||||||
//这里可通过if更改默认的道具特效
|
//这里可通过if更改默认的道具特效
|
||||||
enemy_animate.push(animate) //怪物身上绘制动画
|
enemy_animate.push(animate) //怪物身上绘制动画
|
||||||
@ -1205,27 +1183,20 @@ var functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a =
|
|||||||
|
|
||||||
})
|
})
|
||||||
|
|
||||||
//处理完毕后的数据处理
|
if (onattack) { //处理完毕后的数据处理
|
||||||
heroDiffList.push(hero_diff)
|
heroDiffList.push(hero_diff)
|
||||||
enemyDiffList.push(enemy_diff)
|
enemyDiffList.push(enemy_diff)
|
||||||
heroanimateList.push(hero_animate)
|
heroanimateList.push(hero_animate)
|
||||||
enemyanimateList.push(enemy_animate)
|
enemyanimateList.push(enemy_animate)
|
||||||
//处理属性变化
|
let a = hero_turn % 50 //出手50回合怪物生命未降低直接判负,避免死循环
|
||||||
for (let v in hero_diff) {
|
if (a === 0) {
|
||||||
heroinfo[v] += hero_diff[v]
|
|
||||||
}
|
|
||||||
for (let v in enemy_diff) {
|
|
||||||
enemyinfo[v] += enemy_diff[v]
|
|
||||||
}
|
|
||||||
|
|
||||||
//出手50回合怪物生命未降低直接判负,避免死循环
|
|
||||||
if (hero_turn === 50) {
|
|
||||||
|
|
||||||
if (enemyinfo.hp >= beforehp) {
|
if (enemyinfo.hp >= beforehp) {
|
||||||
return null
|
return null
|
||||||
|
} else {
|
||||||
|
beforehp = enemyinfo.hp
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
//下面这些还没修改,原有技能除先攻、连击外暂时全部移除,所有技能需要在上方的模拟循环中做修正
|
//下面这些还没修改,原有技能除先攻、连击外暂时全部移除,所有技能需要在上方的模拟循环中做修正
|
||||||
|
@ -310,15 +310,13 @@ var items_296f5d02_12fd_4166_a7c1_b5e830c9ee3a =
|
|||||||
"itemEffectTip": ",防御+100,护盾+100"
|
"itemEffectTip": ",防御+100,护盾+100"
|
||||||
},
|
},
|
||||||
"superPotion": {
|
"superPotion": {
|
||||||
"cls": "tools",
|
"cls": "items",
|
||||||
"name": "圣水",
|
"name": "圣水",
|
||||||
"itemEffect": "core.status.hero.hp *= 2",
|
"itemEffect": "core.status.hero.hp *= 2",
|
||||||
"itemEffectTip": ",生命值翻倍",
|
"itemEffectTip": ",生命值翻倍",
|
||||||
"useItemEffect": "core.status.hero.hp *= 2;core.playSound('回血');",
|
"useItemEffect": "core.status.hero.hp *= 2;core.playSound('回血');",
|
||||||
"canUseItemEffect": "true",
|
"canUseItemEffect": "true",
|
||||||
"text": "生命值翻倍",
|
"text": "生命值翻倍"
|
||||||
"canBatchUse": "true",
|
|
||||||
"hideInReplay": true
|
|
||||||
},
|
},
|
||||||
"book": {
|
"book": {
|
||||||
"cls": "constants",
|
"cls": "constants",
|
||||||
|
4136
project/plugins.js
4136
project/plugins.js
File diff suppressed because it is too large
Load Diff
Loading…
Reference in New Issue
Block a user