2162 lines
74 KiB
JavaScript
2162 lines
74 KiB
JavaScript
var functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a =
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{
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"events": {
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"resetGame": function (hero, hard, floorId, maps, values) {
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// 重置整个游戏;此函数将在游戏开始时,或者每次读档时最先被调用
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// hero:勇士信息;hard:难度;floorId:当前楼层ID;maps:地图信息;values:全局数值信息
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// 清除游戏数据
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// 这一步会清空状态栏和全部画布内容,并删除所有动态创建的画布
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core.clearStatus();
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// 初始化status
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core.status = core.clone(core.initStatus, function (name) {
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return name != "hero" && name != "maps";
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});
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core.control._bindRoutePush();
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core.status.played = true;
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// 初始化人物,图标,统计信息
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core.status.hero = core.clone(hero);
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window.hero = core.status.hero;
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window.flags = core.status.hero.flags;
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core.events.setHeroIcon(core.status.hero.image, true);
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core.control._initStatistics(core.animateFrame.totalTime);
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core.status.hero.statistics.totalTime = core.animateFrame.totalTime =
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Math.max(
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core.status.hero.statistics.totalTime,
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core.animateFrame.totalTime
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);
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core.status.hero.statistics.start = null;
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// 初始难度
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core.status.hard = hard || "";
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// 初始化地图
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core.status.floorId = floorId;
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core.status.maps = maps;
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core.maps._resetFloorImages();
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// 初始化怪物和道具
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core.material.enemys = core.enemys.getEnemys();
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core.material.items = core.items.getItems();
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// 初始化全局数值和全局开关
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core.values = core.clone(core.data.values);
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for (var key in values || {}) core.values[key] = values[key];
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core.flags = core.clone(core.data.flags);
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var globalFlags = core.getFlag("globalFlags", {});
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for (var key in globalFlags) core.flags[key] = globalFlags[key];
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core._init_sys_flags();
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// 初始化界面,状态栏等
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core.resize();
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// 状态栏是否显示
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if (core.hasFlag("hideStatusBar"))
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core.hideStatusBar(core.hasFlag("showToolbox"));
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else core.showStatusBar();
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// 隐藏右下角的音乐按钮
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core.dom.musicBtn.style.display = "none";
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},
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"win": function (reason, norank, noexit) {
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// 游戏获胜事件
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// 请注意,成绩统计时是按照hp进行上传并排名
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// 可以先在这里对最终分数进行计算,比如将2倍攻击和5倍黄钥匙数量加到分数上
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// core.status.hero.hp += 2 * core.getRealStatus('atk') + 5 * core.itemCount('yellowKey');
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// 如果不退出,则临时存储数据
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if (noexit) {
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core.status.extraEvent = core.clone(core.status.event);
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}
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// 游戏获胜事件
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core.ui.closePanel();
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var replaying = core.isReplaying();
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if (replaying) core.stopReplay();
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core.waitHeroToStop(function () {
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if (!noexit) {
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core.clearMap("all"); // 清空全地图
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core.deleteAllCanvas(); // 删除所有创建的画布
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core.dom.gif2.innerHTML = "";
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}
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reason = core.replaceText(reason);
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core.drawText(
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["\t[" + (reason || "恭喜通关") + "]你的分数是${status:hp}。"],
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function () {
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core.events.gameOver(reason || "", replaying, norank);
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}
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);
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});
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},
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"lose": function (reason) {
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// 游戏失败事件
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core.ui.closePanel();
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var replaying = core.isReplaying();
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core.stopReplay();
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core.waitHeroToStop(function () {
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core.drawText(
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["\t[" + (reason || "结局1") + "]你死了。\n如题。"],
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function () {
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core.events.gameOver(null, replaying);
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}
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);
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});
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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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// ---------- 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)
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core.getFlag("__leaveLoc__")[currentId] = core.clone(
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core.status.hero.loc
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);
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}
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// 可以对currentId进行判定,比如删除某些自定义图层等
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// if (currentId == 'MT0') {
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// core.deleteAllCanvas();
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// }
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// 根据分区信息自动砍层与恢复
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if (core.autoRemoveMaps) core.autoRemoveMaps(floorId);
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// 重置画布尺寸
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core.maps.resizeMap(floorId);
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// 设置勇士的位置
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heroLoc.direction = core.turnDirection(heroLoc.direction);
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core.status.hero.loc = heroLoc;
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// 检查重生怪并重置
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if (!fromLoad) {
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core.extractBlocks(floorId);
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core.status.maps[floorId].blocks.forEach(function (block) {
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if (block.disable && core.enemys.hasSpecial(block.event.id, 23)) {
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block.disable = false;
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core.setMapBlockDisabled(floorId, block.x, block.y, false);
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core.maps._updateMapArray(floorId, block.x, block.y);
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}
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});
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core.control.gatherFollowers();
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}
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// ---------- 重绘新地图;这一步将会设置core.status.floorId ---------- //
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core.drawMap(floorId);
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// 切换楼层BGM
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if (core.status.maps[floorId].bgm) {
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var bgm = core.status.maps[floorId].bgm;
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if (bgm instanceof Array)
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bgm = bgm[Math.floor(Math.random() * bgm.length)]; // 多个bgm则随机播放一个
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if (!core.hasFlag("__bgm__")) core.playBgm(bgm);
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} else if (fromLoad && !core.hasFlag("__bgm__")) {
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core.pauseBgm();
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}
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// 更改画面色调
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var color = core.getFlag("__color__", null);
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if (!color && core.status.maps[floorId].color)
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color = core.status.maps[floorId].color;
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core.clearMap("curtain");
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core.status.curtainColor = color;
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if (color)
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core.fillRect(
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"curtain",
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0,
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0,
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core._PX_ || core.__PIXELS__,
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core._PY_ || core.__PIXELS__,
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core.arrayToRGBA(color)
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);
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// 更改天气
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var weather = core.getFlag("__weather__", null);
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if (!weather && core.status.maps[floorId].weather)
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weather = core.status.maps[floorId].weather;
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if (weather) core.setWeather(weather[0], weather[1]);
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else core.setWeather();
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// ...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
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},
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"afterChangeFloor": function (floorId) {
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// 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
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// floorId是切换到的楼层
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// 如果是读档,则进行检查(是否需要恢复事件)
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if (core.hasFlag("__fromLoad__")) {
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core.events.recoverEvents(core.getFlag("__events__"));
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core.removeFlag("__events__");
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} else {
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// 每次抵达楼层执行的事件
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core.insertAction(core.floors[floorId].eachArrive);
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core.ui.statusBar._update_map();
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// 首次抵达楼层时执行的事件(后插入,先执行)
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if (!core.hasVisitedFloor(floorId)) {
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core.insertAction(core.floors[floorId].firstArrive);
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core.visitFloor(floorId);
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core.plugin.bfs();
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}
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}
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},
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"flyTo": function (toId, callback) {
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// 楼层传送器的使用,从当前楼层飞往toId
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// 如果不能飞行请返回false
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var fromId = core.status.floorId;
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// 检查能否飞行
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if (
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!core.status.maps[fromId].canFlyFrom ||
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!core.status.maps[toId].canFlyTo ||
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!core.hasVisitedFloor(toId)
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) {
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core.playSound("操作失败");
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core.drawTip("无法飞往" + core.status.maps[toId].title + "!", "fly");
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return false;
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}
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// 平面塔模式
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var stair = null,
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loc = null;
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if (core.flags.flyRecordPosition) {
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loc = core.getFlag("__leaveLoc__", {})[toId] || null;
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}
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if (
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core.status.maps[toId].flyPoint != null &&
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core.status.maps[toId].flyPoint.length == 2
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) {
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stair = "flyPoint";
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}
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if (stair == null && loc == null) {
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// 获得两个楼层的索引,以决定是上楼梯还是下楼梯
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var fromIndex = core.floorIds.indexOf(fromId),
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toIndex = core.floorIds.indexOf(toId);
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var stair = fromIndex <= toIndex ? "downFloor" : "upFloor";
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// 地下层:同层传送至上楼梯
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if (fromIndex == toIndex && core.status.maps[fromId].underGround)
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stair = "upFloor";
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}
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// 记录录像
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core.status.route.push("fly:" + toId);
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// 传送
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core.ui.closePanel();
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core.setFlag("__isFlying__", true);
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core.changeFloor(toId, stair, loc, null, function () {
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core.removeFlag("__isFlying__");
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if (callback) callback();
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});
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return true;
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},
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"beforeBattle": function (enemyId, x, y) {
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// 战斗前触发的事件,可以加上一些战前特效(详见下面支援的例子)
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// 此函数在“检测能否战斗和自动存档”【之后】执行。如果需要更早的战前事件,请在插件中覆重写 core.events.doSystemEvent 函数。
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// 返回true则将继续战斗,返回false将不再战斗。
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// ------ 支援技能 ------ //
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if (x != null && y != null) {
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var index = x + "," + y,
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cache = core.status.checkBlock.cache[index] || {},
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guards = cache.guards || [];
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// 如果存在支援怪
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if (guards.length > 0) {
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// 记录flag,当前要参与支援的怪物
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core.setFlag("__guards__" + x + "_" + y, guards);
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var actions = [{ type: "playSound", name: "跳跃" }];
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// 增加支援的特效动画(图块跳跃)
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guards.forEach(function (g) {
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core.push(actions, {
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type: "jump",
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from: [g[0], g[1]],
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to: [x, y],
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time: 300,
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keep: false,
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async: true,
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});
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});
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core.push(actions, [
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{ type: "waitAsync" }, // 等待所有异步事件执行完毕
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{ type: "setBlock", number: enemyId, loc: [[x, y]] }, // 重新设置怪物自身
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{ type: "battle", loc: [x, y] }, // 重要!重新触发本次战斗
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]);
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core.insertAction(actions);
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return false;
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}
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}
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return true;
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},
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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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var enemy = core.material.enemys[enemyId];
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var special = enemy.special;
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// 播放战斗音效和动画
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// 默认播放的动画;你也可以使用
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var animate = "hand"; // 默认动画
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// 检查当前装备是否存在攻击动画
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var equipId = core.getEquip(0);
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if (equipId && (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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// if (enemyId == '...') animate = '...';
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// 检查该动画是否存在SE,如果不存在则使用默认音效
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if (!(core.material.animates[animate] || {}).se)
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core.playSound("attack.opus");
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// 播放动画;如果不存在坐标(强制战斗)则播放到勇士自身
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if (x != null && y != null) core.drawAnimate(animate, x, y);
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else core.drawHeroAnimate(animate);
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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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// 战斗伤害
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var damage = damageInfo.damage;
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// 当前战斗回合数,可用于战后所需的判定
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var turn = damageInfo.turn;
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// 判定是否致死
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if (damage == null || damage >= core.status.hero.hp) {
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core.status.hero.hp = 0;
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core.updateStatusBar(false, true);
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core.events.lose("战斗失败");
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return;
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}
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// 扣减体力值并记录统计数据
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core.status.hero.hp -= damage;
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core.status.hero.statistics.battleDamage += damage;
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core.status.hero.statistics.battle++;
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// 计算当前怪物的支援怪物
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var guards = [];
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if (x != null && y != null) {
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guards = core.getFlag("__guards__" + x + "_" + y, []);
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core.removeFlag("__guards__" + x + "_" + y);
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}
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// 获得金币
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var money = guards.reduce(function (curr, g) {
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return curr + core.material.enemys[g[2]].money;
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}, core.getEnemyValue(enemy, "money", x, y));
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if (core.hasItem("coin")) money *= 2; // 幸运金币:双倍
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if (core.hasFlag("curse")) money = 0; // 诅咒效果
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core.status.hero.money += money;
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core.status.hero.statistics.money += money;
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// 获得经验
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var exp = guards.reduce(function (curr, g) {
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return curr + core.material.enemys[g[2]].exp;
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}, core.getEnemyValue(enemy, "exp", x, y));
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if (core.hasFlag("curse")) exp = 0;
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core.status.hero.exp += exp;
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core.status.hero.statistics.exp += exp;
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var hint = "打败 " + core.getEnemyValue(enemy, "name", x, y);
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if (core.flags.statusBarItems.indexOf("enableMoney") >= 0)
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hint += "," + core.getStatusLabel("money") + "+" + money; // hint += ",金币+" + money;
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if (core.flags.statusBarItems.indexOf("enableExp") >= 0)
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hint += "," + core.getStatusLabel("exp") + "+" + exp; // hint += ",经验+" + exp;
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core.drawTip(hint, enemy.id);
|
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|
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// 中毒
|
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if (core.enemys.hasSpecial(special, 12)) {
|
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core.triggerDebuff("get", "poison");
|
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}
|
||
// 衰弱
|
||
if (core.enemys.hasSpecial(special, 13)) {
|
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core.triggerDebuff("get", "weak");
|
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}
|
||
// 诅咒
|
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if (core.enemys.hasSpecial(special, 14)) {
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core.triggerDebuff("get", "curse");
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}
|
||
// 仇恨怪物将仇恨值减半
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if (core.enemys.hasSpecial(special, 17)) {
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core.setFlag("hatred", Math.floor(core.getFlag("hatred", 0) / 2));
|
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}
|
||
// 自爆
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if (core.enemys.hasSpecial(special, 19)) {
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core.status.hero.statistics.battleDamage += core.status.hero.hp - 1;
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core.status.hero.hp = 1;
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}
|
||
// 退化
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if (core.enemys.hasSpecial(special, 21)) {
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core.status.hero.atk -= enemy.atkValue || 0;
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||
core.status.hero.def -= enemy.defValue || 0;
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||
if (core.status.hero.atk < 0) core.status.hero.atk = 0;
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||
if (core.status.hero.def < 0) core.status.hero.def = 0;
|
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}
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// 增加仇恨值
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core.setFlag("hatred", core.getFlag("hatred", 0) + core.values.hatred);
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|
||
// 战后的技能处理,比如扣除魔力值
|
||
if (core.flags.statusBarItems.indexOf("enableSkill") >= 0) {
|
||
// 检测当前开启的技能类型
|
||
var skill = core.getFlag("skill", 0);
|
||
if (skill == 1) {
|
||
// 技能1:二倍斩
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||
core.status.hero.mana -= 5; // 扣除5点魔力值
|
||
}
|
||
// 关闭技能
|
||
core.setFlag("skill", 0);
|
||
core.setFlag("skillName", "无");
|
||
}
|
||
|
||
// 事件的处理
|
||
var todo = [];
|
||
|
||
// 加点事件
|
||
var point =
|
||
guards.reduce(function (curr, g) {
|
||
return curr + core.material.enemys[g[2]].point;
|
||
}, core.getEnemyValue(enemy, "point", x, y)) || 0;
|
||
if (core.flags.enableAddPoint && point > 0) {
|
||
core.push(todo, [{ type: "insert", name: "加点事件", args: [point] }]);
|
||
}
|
||
|
||
// 战后事件
|
||
if (core.status.floorId != null) {
|
||
core.push(
|
||
todo,
|
||
core.floors[core.status.floorId].afterBattle[x + "," + y]
|
||
);
|
||
}
|
||
core.push(todo, enemy.afterBattle);
|
||
|
||
// 在这里增加其他的自定义事件需求
|
||
/*
|
||
if (enemyId=='xxx') {
|
||
core.push(todo, [
|
||
{"type": "...", ...},
|
||
]);
|
||
}
|
||
*/
|
||
|
||
// 如果事件不为空,将其插入
|
||
if (todo.length > 0) core.insertAction(todo, x, y);
|
||
|
||
// 删除该点设置的怪物信息
|
||
delete((flags.enemyOnPoint || {})[core.status.floorId] || {})[
|
||
x + "," + y
|
||
];
|
||
|
||
// 因为removeBlock和hideBlock都会刷新状态栏,因此将删除部分移动到这里并保证刷新只执行一次,以提升效率
|
||
if (core.getBlock(x, y) != null) {
|
||
// 检查是否是重生怪物;如果是则仅隐藏不删除
|
||
if (core.hasSpecial(enemy.special, 23)) {
|
||
core.hideBlock(x, y);
|
||
} else {
|
||
core.removeBlock(x, y);
|
||
}
|
||
} else {
|
||
core.updateStatusBar();
|
||
}
|
||
|
||
// 如果已有事件正在处理中
|
||
if (core.status.event.id == null) core.continueAutomaticRoute();
|
||
else core.clearContinueAutomaticRoute();
|
||
},
|
||
"afterOpenDoor": function (doorId, x, y) {
|
||
// 开一个门后触发的事件
|
||
|
||
var todo = [];
|
||
// 检查该点的开门后事件
|
||
if (core.status.floorId) {
|
||
core.push(
|
||
todo,
|
||
core.floors[core.status.floorId].afterOpenDoor[x + "," + y]
|
||
);
|
||
}
|
||
// 检查批量开门事件
|
||
var door = core.getBlockById(doorId);
|
||
if (door && door.event.doorInfo) {
|
||
core.push(todo, door.event.doorInfo.afterOpenDoor);
|
||
}
|
||
|
||
if (todo.length > 0) core.insertAction(todo, x, y);
|
||
|
||
if (core.status.event.id == null) core.continueAutomaticRoute();
|
||
else core.clearContinueAutomaticRoute();
|
||
},
|
||
"afterGetItem": function (itemId, x, y, isGentleClick) {
|
||
// 获得一个道具后触发的事件
|
||
// itemId:获得的道具ID;x和y是该道具所在的坐标
|
||
// isGentleClick:是否是轻按触发的
|
||
if (
|
||
itemId.endsWith("Potion") &&
|
||
core.material.items[itemId].cls == "items"
|
||
)
|
||
core.playSound("回血");
|
||
else if (
|
||
itemId.endsWith("Gem") &&
|
||
core.material.items[itemId].cls == "items"
|
||
)
|
||
core.playSound("宝石");
|
||
else core.playSound("获得道具");
|
||
|
||
var todo = [];
|
||
// 检查该点的获得道具后事件。
|
||
if (core.status.floorId == null) return;
|
||
var event = core.floors[core.status.floorId].afterGetItem[x + "," + y];
|
||
if (
|
||
event &&
|
||
(event instanceof Array ||
|
||
!isGentleClick ||
|
||
!event.disableOnGentleClick)
|
||
) {
|
||
if (event.data) event = event.data;
|
||
core.unshift(todo, event);
|
||
}
|
||
|
||
if (todo.length > 0) core.insertAction(todo, x, y);
|
||
},
|
||
"afterPushBox": function () {
|
||
// 推箱子后的事件
|
||
if (core.searchBlock("box").length == 0) {
|
||
// 可以通过if语句来进行开门操作
|
||
/*
|
||
if (core.status.floorId=='xxx') { // 在某个楼层
|
||
core.insertAction([ // 插入一条事件
|
||
{"type": "openDoor", "loc": [x,y]} // 开门
|
||
])
|
||
}
|
||
*/
|
||
}
|
||
}
|
||
},
|
||
"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",
|
||
],
|
||
];
|
||
},
|
||
"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
|
||
//
|
||
// 参数说明:
|
||
// enemy:该怪物信息
|
||
// hero_hp,hero_atk,hero_def,hero_mdef:勇士的生命攻防护盾数据
|
||
// x,y:该怪物的坐标(查看手册和强制战斗时为undefined)
|
||
// floorId:该怪物所在的楼层
|
||
// 后面三个参数主要是可以在光环等效果上可以适用(也可以按需制作部分范围光环效果)
|
||
floorId = floorId || core.status.floorId;
|
||
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_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;
|
||
mon_def = hero_def;
|
||
}
|
||
// 坚固
|
||
if (core.hasSpecial(mon_special, 3) && mon_def < hero_atk - 1) {
|
||
mon_def = hero_atk - 1;
|
||
}
|
||
|
||
var guards = [];
|
||
|
||
// 光环和支援检查
|
||
if (!core.status.checkBlock) core.status.checkBlock = {};
|
||
|
||
if (core.status.checkBlock.needCache) {
|
||
// 从V2.5.4开始,对光环效果增加缓存,以解决多次重复计算的问题,从而大幅提升运行效率。
|
||
var hp_buff = 0,
|
||
atk_buff = 0,
|
||
def_buff = 0;
|
||
// 已经计算过的光环怪ID列表,用于判定叠加
|
||
var usedEnemyIds = {};
|
||
// 检查光环和支援的缓存
|
||
var index = x != null && y != null ? x + "," + y : floorId;
|
||
if (!core.status.checkBlock.cache) core.status.checkBlock.cache = {};
|
||
var cache = core.status.checkBlock.cache[index];
|
||
if (!cache) {
|
||
// 没有该点的缓存,则遍历每个图块
|
||
core.extractBlocks(floorId);
|
||
core.status.maps[floorId].blocks.forEach(function (block) {
|
||
if (!block.disable) {
|
||
// 获得该图块的ID
|
||
var id = block.event.id,
|
||
enemy = core.material.enemys[id];
|
||
// 检查【光环】技能,数字25
|
||
if (enemy && core.hasSpecial(enemy.special, 25)) {
|
||
// 检查是否是范围光环
|
||
var inRange = enemy.haloRange == null;
|
||
if (enemy.haloRange != null && x != null && y != null) {
|
||
var dx = Math.abs(block.x - x),
|
||
dy = Math.abs(block.y - y);
|
||
// 检查十字和九宫格光环
|
||
if (dx + dy <= enemy.haloRange) inRange = true;
|
||
if (
|
||
enemy.haloSquare &&
|
||
dx <= enemy.haloRange &&
|
||
dy <= enemy.haloRange
|
||
)
|
||
inRange = true;
|
||
}
|
||
// 检查是否可叠加
|
||
if (inRange && (enemy.haloAdd || !usedEnemyIds[enemy.id])) {
|
||
hp_buff += enemy.hpBuff || 0;
|
||
atk_buff += enemy.atkBuff || 0;
|
||
def_buff += enemy.defBuff || 0;
|
||
usedEnemyIds[enemy.id] = true;
|
||
}
|
||
}
|
||
// 检查【支援】技能,数字26
|
||
if (
|
||
enemy &&
|
||
core.hasSpecial(enemy.special, 26) &&
|
||
// 检查支援条件,坐标存在,距离为1,且不能是自己
|
||
// 其他类型的支援怪,比如十字之类的话.... 看着做是一样的
|
||
x != null &&
|
||
y != null &&
|
||
Math.abs(block.x - x) <= 1 &&
|
||
Math.abs(block.y - y) <= 1 &&
|
||
!(x == block.x && y == block.y)
|
||
) {
|
||
// 记录怪物的x,y,ID
|
||
guards.push([block.x, block.y, id]);
|
||
}
|
||
|
||
// TODO:如果有其他类型光环怪物在这里仿照添加检查
|
||
// 注:新增新的类光环属性(需要遍历全图的)需要在特殊属性定义那里的第五项写1,参见光环和支援的特殊属性定义。
|
||
}
|
||
});
|
||
|
||
core.status.checkBlock.cache[index] = {
|
||
hp_buff: hp_buff,
|
||
atk_buff: atk_buff,
|
||
def_buff: def_buff,
|
||
guards: guards,
|
||
};
|
||
} else {
|
||
// 直接使用缓存数据
|
||
hp_buff = cache.hp_buff;
|
||
atk_buff = cache.atk_buff;
|
||
def_buff = cache.def_buff;
|
||
guards = cache.guards;
|
||
}
|
||
|
||
// 增加比例;如果要增加数值可以直接在这里修改
|
||
mon_hp *= 1 + hp_buff / 100;
|
||
mon_atk *= 1 + atk_buff / 100;
|
||
mon_def *= 1 + def_buff / 100;
|
||
}
|
||
|
||
// TODO:可以在这里新增其他的怪物数据变化
|
||
// 比如仿攻(怪物攻击不低于勇士攻击):
|
||
// if (core.hasSpecial(mon_special, 27) && mon_atk < hero_atk) {
|
||
// mon_atk = hero_atk;
|
||
// }
|
||
// 也可以按需增加各种自定义内容
|
||
|
||
return {
|
||
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
|
||
};
|
||
},
|
||
"getDamageInfo": function (enemy, hero, x, y, floorId) {
|
||
// 获得战斗伤害信息(实际伤害计算函数)
|
||
//
|
||
// 参数说明:
|
||
// enemy:该怪物信息
|
||
// hero:勇士的当前数据;如果对应项不存在则会从core.status.hero中取。
|
||
// x,y:该怪物的坐标(查看手册和强制战斗时为undefined)
|
||
// floorId:该怪物所在的楼层
|
||
// 后面三个参数主要是可以在光环等效果上可以适用
|
||
floorId = floorId || core.status.floorId;
|
||
|
||
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_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");
|
||
|
||
// 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
|
||
var enemyInfo = core.enemys.getEnemyInfo(enemy, hero, x, y, floorId);
|
||
var mon_hp = enemyInfo.hp,
|
||
mon_atk = enemyInfo.atk,
|
||
mon_def = enemyInfo.def,
|
||
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)
|
||
let init_damage = 0;
|
||
|
||
// 吸血
|
||
if (core.hasSpecial(mon_special, 11)) {
|
||
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
|
||
// if (core.hasFlag('shield5')) vampire_damage = 0;
|
||
|
||
vampire_damage = Math.floor(vampire_damage) || 0;
|
||
// 加到自身
|
||
if (enemy.add)
|
||
// 如果加到自身
|
||
mon_hp += vampire_damage;
|
||
|
||
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
|
||
let per_damage = Math.max(mon_atk - hero_def, 0);
|
||
if (enemyInfo.magic) per_damage = Math.max(mon_atk - hero_mdef, 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
|
||
let counterDamage = 0;
|
||
if (core.hasSpecial(mon_special, 8))
|
||
counterDamage += Math.floor(
|
||
(enemy.counterAttack || core.values.counterAttack) * hero_atk
|
||
);
|
||
|
||
// 先攻
|
||
if (core.hasSpecial(mon_special, 1)) init_damage += per_damage;
|
||
|
||
// 破甲
|
||
if (core.hasSpecial(mon_special, 7))
|
||
init_damage += Math.floor(
|
||
(enemy.breakArmor || core.values.breakArmor) * hero_def
|
||
);
|
||
|
||
// 净化
|
||
if (core.hasSpecial(mon_special, 9))
|
||
init_damage += Math.floor(
|
||
(enemy.purify || core.values.purify) * hero_mdef
|
||
);
|
||
//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 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) {
|
||
if (!guard_before_current_enemy) { // --- 先打当前怪物,记录当前回合数
|
||
core.setFlag("__extraTurn__", turn);
|
||
}
|
||
// 获得那些怪物组成小队战斗
|
||
for (var i = 0; i < guards.length; i++) {
|
||
var gx = guards[i][0],
|
||
gy = guards[i][1],
|
||
gid = guards[i][2];
|
||
// 递归计算支援怪伤害信息,这里不传x,y保证不会重复调用
|
||
// 这里的mdef传0,因为护盾应该只会被计算一次
|
||
var info = core.enemys.getDamageInfo(core.material.enemys[gid], { hp: origin_hero_hp, atk: origin_hero_atk, def: origin_hero_def, mdef: 0 });
|
||
if (info == null) { // 小队中任何一个怪物不可战斗,直接返回null
|
||
core.removeFlag("__extraTurn__");
|
||
return null;
|
||
}
|
||
// 已经进行的回合数
|
||
core.setFlag("__extraTurn__", info.turn);
|
||
init_damage += info.damage;
|
||
}
|
||
if (guard_before_current_enemy) { // --- 先打支援怪物,增加当前回合数
|
||
turn += core.getFlag("__extraTurn__", 0);
|
||
}
|
||
}
|
||
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
|
||
damage += init_damage + hero_turn * counterDamage;
|
||
// 再扣去护盾
|
||
damage -= barrier;
|
||
|
||
// 检查是否允许负伤
|
||
if (!core.flags.enableNegativeDamage) damage = Math.max(0, damage);
|
||
|
||
// 最后处理仇恨和固伤(因为这两个不能被护盾减伤)
|
||
if (core.hasSpecial(mon_special, 17)) {
|
||
// 仇恨
|
||
damage += core.getFlag("hatred", 0);
|
||
}
|
||
if (core.hasSpecial(mon_special, 22)) {
|
||
// 固伤
|
||
damage += enemy.damage || 0;
|
||
}
|
||
|
||
return {
|
||
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(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": {
|
||
"onKeyUp": function (keyCode, altKey) {
|
||
// 键盘按键处理,可以在这里自定义快捷键列表
|
||
// keyCode:当前按键的keyCode(每个键的keyCode自行百度)
|
||
// altKey:Alt键是否被按下,为true代表同时按下了Alt键
|
||
// 可以在这里任意增加或编辑每个按键的行为
|
||
|
||
// 如果处于正在行走状态,则不处理
|
||
if (core.isMoving()) return;
|
||
|
||
// 商店长按时忽略
|
||
if (core.status.onShopLongDown)
|
||
return (core.status.onShopLongDown = false);
|
||
|
||
// Alt+0~9,快捷换上套装
|
||
if (altKey && keyCode >= 48 && keyCode <= 57) {
|
||
core.items.quickLoadEquip(keyCode - 48);
|
||
return;
|
||
}
|
||
|
||
// 根据keyCode值来执行对应操作
|
||
switch (keyCode) {
|
||
case 27: // ESC:打开菜单栏
|
||
core.openSettings(true);
|
||
break;
|
||
case 88: // X:使用怪物手册
|
||
core.openBook(true);
|
||
break;
|
||
case 71: // G:使用楼传器
|
||
flags.canMoveFloor = core.canMoveFloor();
|
||
core.useItem('fly', true)
|
||
core.status.route.push("key:71");
|
||
break;
|
||
case 65: // A:读取自动存档(回退)
|
||
core.doSL("autoSave", "load");
|
||
break;
|
||
case 87: // W:撤销回退
|
||
core.doSL("autoSave", "reload");
|
||
break;
|
||
case 83: // S:存档
|
||
core.save(true);
|
||
break;
|
||
case 68: // D:读档
|
||
core.load(true);
|
||
break;
|
||
case 69: // E:打开光标
|
||
core.ui._drawCursor();
|
||
break;
|
||
case 84: // T:打开道具栏
|
||
core.openToolbox(true);
|
||
break;
|
||
case 81: // Q:打开装备栏
|
||
core.openEquipbox(true);
|
||
break;
|
||
case 90: // Z:转向
|
||
core.turnHero();
|
||
break;
|
||
case 86: // V:打开快捷商店列表
|
||
core.openQuickShop(true);
|
||
break;
|
||
case 32: // SPACE:轻按
|
||
core.getNextItem();
|
||
break;
|
||
case 82: // R:回放录像
|
||
core.ui._drawReplay();
|
||
break;
|
||
case 33:
|
||
case 34: // PgUp/PgDn:浏览地图
|
||
core.ui._drawViewMaps();
|
||
break;
|
||
case 66: // B:打开数据统计
|
||
core.ui._drawStatistics();
|
||
break;
|
||
case 72: // H:打开帮助页面
|
||
core.ui._drawHelp();
|
||
break;
|
||
case 77: // M:打开存档笔记
|
||
core.actions._clickNotes_show();
|
||
break;
|
||
case 78: // N:重新开始
|
||
core.confirmRestart();
|
||
break;
|
||
case 79: // O:查看工程
|
||
core.actions._clickGameInfo_openProject();
|
||
break;
|
||
case 80: // P:游戏主页
|
||
core.actions._clickGameInfo_openComments();
|
||
break;
|
||
case 49: // 快捷键1: 破
|
||
if (core.hasItem("pickaxe")) {
|
||
core.status.route.push("key:49"); // 将按键记在录像中
|
||
core.useItem("pickaxe", true); // 第二个参数true代表该次使用道具是被按键触发的,使用过程不计入录像
|
||
}
|
||
break;
|
||
case 50: // 快捷键2: 炸
|
||
if (core.hasItem("bomb")) {
|
||
core.status.route.push("key:50"); // 将按键记在录像中
|
||
core.useItem("bomb", true); // 第二个参数true代表该次使用道具是被按键触发的,使用过程不计入录像
|
||
}
|
||
break;
|
||
case 51: // 快捷键3: 飞
|
||
if (core.hasItem("centerFly")) {
|
||
core.ui._drawCenterFly();
|
||
}
|
||
break;
|
||
case 52: // 快捷键4:破冰/冰冻/地震/上下楼器/... 其他道具依次判断
|
||
{
|
||
var list = [
|
||
"icePickaxe",
|
||
"freezeBadge",
|
||
"earthquake",
|
||
"upFly",
|
||
"downFly",
|
||
"jumpShoes",
|
||
"lifeWand",
|
||
"poisonWine",
|
||
"weakWine",
|
||
"curseWine",
|
||
"superWine",
|
||
];
|
||
for (var i = 0; i < list.length; i++) {
|
||
var itemId = list[i];
|
||
if (core.canUseItem(itemId)) {
|
||
core.status.route.push("key:52");
|
||
core.useItem(itemId, true);
|
||
break;
|
||
}
|
||
}
|
||
}
|
||
break;
|
||
case 53: // 5:读取自动存档(回退),方便手机版操作
|
||
core.doSL("autoSave", "load");
|
||
break;
|
||
case 54: // 6:撤销回退,方便手机版操作
|
||
core.doSL("autoSave", "reload");
|
||
break;
|
||
case 55: // 快捷键7:绑定为轻按,方便手机版操作
|
||
core.getNextItem();
|
||
break;
|
||
case 118: // F7:开启debug模式
|
||
case 119: // F8:由于F7与部分浏览器有冲突,故新增F8
|
||
core.debug();
|
||
break;
|
||
case 70: // F:开启技能“二倍斩”
|
||
// 检测是否拥有“二倍斩”这个技能道具
|
||
if (core.hasItem("skill1")) {
|
||
core.status.route.push("key:70");
|
||
core.useItem("skill1", true);
|
||
}
|
||
break;
|
||
// 在这里可以任意新增或编辑已有的快捷键内容
|
||
/*
|
||
case 0: // 使用该按键的keyCode
|
||
// 还可以再判定altKey是否被按下,即 if (altKey) { ...
|
||
|
||
// ... 在这里写你要执行脚本
|
||
// **强烈建议所有新增的自定义快捷键均能给个对应的道具可点击,以方便手机端的行为**
|
||
if (core.hasItem('...')) {
|
||
core.status.route.push("key:0");
|
||
core.useItem('...', true); // 增加true代表该使用道具不计入录像
|
||
}
|
||
|
||
break;
|
||
*/
|
||
}
|
||
},
|
||
"onStatusBarClick": function (px, py, vertical) {
|
||
// 点击状态栏时触发的事件,仅在自绘状态栏开启时生效
|
||
// px和py为点击的像素坐标
|
||
// vertical为录像播放过程中的横竖屏信息
|
||
//
|
||
// 横屏模式下状态栏的画布大小是 129*416 (开启拓展装备栏后是 129*457)
|
||
// 竖屏模式下状态栏的画布大小是 416*(32*rows+9) 其中rows为状态栏行数,即全塔属性中statusCanvasRowsOnMobile值
|
||
// 可以使用 _isVertical() 来判定当前是否是竖屏模式
|
||
|
||
// 判定当前是否是竖屏模式。录像播放过程中可能会记录当时的横竖屏信息以覆盖。
|
||
var _isVertical = function () {
|
||
if (core.isReplaying() && vertical != null) return vertical;
|
||
return core.domStyle.isVertical;
|
||
};
|
||
|
||
// 如果正在执行事件,则忽略
|
||
if (core.status.lockControl) return;
|
||
// 如果当前正在行走,则忽略;也可以使用 core.waitHeroToStop(callback) 来停止行走再回调执行脚本
|
||
if (core.isMoving()) return;
|
||
|
||
// 判定px和py来执行自己的脚本内容.... 注意横竖屏
|
||
// console.log("onStatusBarClick: ", px, py, _isVertical());
|
||
|
||
// 样例一:点击某个区域后使用一个道具
|
||
/*
|
||
if (core.hasItem("pickaxe")) {
|
||
if (_isVertical()) {
|
||
// 竖屏模式下
|
||
if (px >= 200 && px <= 250 && py >= 50 && py <= 100) {
|
||
core.useItem("pickaxe");
|
||
}
|
||
} else {
|
||
// 横屏模式下
|
||
if (px >= 50 && px <= 100 && py >= 200 && py <= 250) {
|
||
core.useItem("pickaxe");
|
||
}
|
||
}
|
||
}
|
||
*/
|
||
|
||
// 样例二:点击某个区域后执行一段公共事件或脚本
|
||
/*
|
||
if (core.hasFlag("xxx")) {
|
||
if (_isVertical()) {
|
||
// 竖屏模式下
|
||
if (px >= 200 && px <= 250 && py >= 50 && py <= 100) {
|
||
// 记录点击坐标。这里的1代表此时是竖屏!
|
||
core.status.route.push("click:1:" + px + ":" + py);
|
||
// 可以插入公共事件 / 普通事件 / 执行一段脚本(如打开自绘UI或增减flag)
|
||
core.insertCommonEvent("道具商店");
|
||
// core.insertAction(["一段事件"]);
|
||
// core.openItemShop("shop1");
|
||
}
|
||
} else {
|
||
// 横屏模式下
|
||
if (px >= 50 && px <= 100 && py >= 200 && py <= 250) {
|
||
// 记录点击坐标。这里的0代表此时是横屏!
|
||
core.status.route.push("click:0:" + px + ":" + py);
|
||
// 可以插入公共事件 / 普通事件 / 执行一段脚本(如打开自绘UI或增减flag)
|
||
core.insertCommonEvent("道具商店");
|
||
// core.insertAction(["一段事件"]);
|
||
// core.openItemShop("shop1");
|
||
}
|
||
}
|
||
}
|
||
*/
|
||
}
|
||
},
|
||
"control": {
|
||
"saveData": function () {
|
||
// 存档操作,此函数应该返回“具体要存档的内容”
|
||
|
||
// 差异化存储values
|
||
var values = {};
|
||
for (var key in core.values) {
|
||
if (!core.same(core.values[key], core.data.values[key]))
|
||
values[key] = core.clone(core.values[key]);
|
||
}
|
||
|
||
// 要存档的内容
|
||
var data = {
|
||
floorId: core.status.floorId,
|
||
hero: core.clone(core.status.hero),
|
||
hard: core.status.hard,
|
||
maps: core.clone(core.maps.saveMap()),
|
||
route: core.encodeRoute(core.status.route),
|
||
values: values,
|
||
version: core.firstData.version,
|
||
guid: core.getGuid(),
|
||
time: new Date().getTime(),
|
||
};
|
||
return data;
|
||
},
|
||
"loadData": function (data, callback) {
|
||
// 读档操作;从存储中读取了内容后的行为
|
||
const play = core.status.played;
|
||
// 重置游戏和路线
|
||
core.resetGame(
|
||
data.hero,
|
||
data.hard,
|
||
data.floorId,
|
||
core.maps.loadMap(data.maps, null, data.hero.flags),
|
||
data.values
|
||
);
|
||
core.status.route = core.decodeRoute(data.route);
|
||
core.control._bindRoutePush();
|
||
// 文字属性,全局属性
|
||
core.status.textAttribute = core.getFlag(
|
||
"textAttribute",
|
||
core.status.textAttribute
|
||
);
|
||
var toAttribute = core.getFlag(
|
||
"globalAttribute",
|
||
core.status.globalAttribute
|
||
);
|
||
if (!core.same(toAttribute, core.status.globalAttribute)) {
|
||
core.status.globalAttribute = toAttribute;
|
||
core.resize();
|
||
}
|
||
// 重置音量
|
||
core.events.setVolume(core.getFlag("__volume__", 1), 0);
|
||
// 加载勇士图标
|
||
var icon = core.status.hero.image;
|
||
icon = core.getMappedName(icon);
|
||
if (core.material.images.images[icon]) {
|
||
core.material.images.hero = core.material.images.images[icon];
|
||
core.material.icons.hero.width =
|
||
core.material.images.images[icon].width / 4;
|
||
core.material.icons.hero.height =
|
||
core.material.images.images[icon].height / 4;
|
||
}
|
||
core.setFlag("__fromLoad__", true);
|
||
|
||
// TODO:增加自己的一些读档处理
|
||
core.ui.statusBar.clearItemInfo();
|
||
core.ui.statusBar.update();
|
||
core.plugin.playing.clear();
|
||
// 切换到对应的楼层
|
||
core.changeFloor(data.floorId, null, data.hero.loc, 0, function () {
|
||
// TODO:可以在这里设置读档后播放BGM
|
||
if (core.hasFlag("__bgm__")) {
|
||
// 持续播放
|
||
core.playBgm(core.getFlag("__bgm__"));
|
||
}
|
||
|
||
core.removeFlag("__fromLoad__");
|
||
if (!play) core.insertCommonEvent("强制横屏");
|
||
if (callback) callback();
|
||
});
|
||
if (play) core.doAction();
|
||
},
|
||
"getStatusLabel": function (name) {
|
||
// 返回某个状态英文名的对应中文标签,如atk -> 攻击,def -> 防御等。
|
||
// 请注意此项仅影响 libs/ 下的内容(如绘制怪物手册、数据统计等)
|
||
// 自行定义的(比如获得道具效果)中用到的“攻击+3”等需要自己去对应地方修改
|
||
|
||
return (
|
||
{
|
||
name: "名称",
|
||
lv: "等级",
|
||
hpmax: "生命上限",
|
||
hp: "生命",
|
||
manamax: "魔力上限",
|
||
mana: "魔力",
|
||
atk: "攻击",
|
||
def: "防御",
|
||
spell: "法强",
|
||
matk: "魔攻比例",
|
||
mdef: "护盾比例",
|
||
speed: "速度",
|
||
money: "金币",
|
||
exp: "经验",
|
||
point: "加点",
|
||
steps: "步数",
|
||
}[name] || name
|
||
);
|
||
},
|
||
"triggerDebuff": function (action, type) {
|
||
// 毒衰咒效果的获得与解除
|
||
// action:获得还是解除;'get'表示获得,'remove'表示解除
|
||
// type:一个数组表示获得了哪些毒衰咒效果;poison, weak,curse
|
||
if (!(type instanceof Array)) type = [type];
|
||
|
||
if (action == "get") {
|
||
if (core.inArray(type, "poison") && !core.hasFlag("poison")) {
|
||
// 获得毒效果
|
||
core.setFlag("poison", true);
|
||
}
|
||
if (core.inArray(type, "weak") && !core.hasFlag("weak")) {
|
||
// 获得衰效果
|
||
core.setFlag("weak", true);
|
||
if (core.values.weakValue >= 1) {
|
||
// >=1,直接扣数值
|
||
core.addStatus("atk", -core.values.weakValue);
|
||
core.addStatus("def", -core.values.weakValue);
|
||
} else {
|
||
// <1,扣比例
|
||
core.addBuff("atk", -core.values.weakValue);
|
||
core.addBuff("def", -core.values.weakValue);
|
||
}
|
||
}
|
||
if (core.inArray(type, "curse") && !core.hasFlag("curse")) {
|
||
// 获得咒效果
|
||
core.setFlag("curse", true);
|
||
}
|
||
} else if (action == "remove") {
|
||
var success = false;
|
||
if (core.inArray(type, "poison") && core.hasFlag("poison")) {
|
||
success = true;
|
||
// 移除毒效果
|
||
core.setFlag("poison", false);
|
||
}
|
||
if (core.inArray(type, "weak") && core.hasFlag("weak")) {
|
||
success = true;
|
||
// 移除衰效果
|
||
core.setFlag("weak", false);
|
||
if (core.values.weakValue >= 1) {
|
||
// >=1,直接扣数值
|
||
core.addStatus("atk", core.values.weakValue);
|
||
core.addStatus("def", core.values.weakValue);
|
||
} else {
|
||
// <1,扣比例
|
||
core.addBuff("atk", core.values.weakValue);
|
||
core.addBuff("def", core.values.weakValue);
|
||
}
|
||
}
|
||
if (core.inArray(type, "curse") && core.hasFlag("curse")) {
|
||
success = true;
|
||
// 移除咒效果
|
||
core.setFlag("curse", false);
|
||
}
|
||
if (success) core.playSound("回血");
|
||
}
|
||
},
|
||
"updateStatusBar": function () {
|
||
// 更新状态栏
|
||
core.ui.statusBar.update();
|
||
// 更新阻激夹域的伤害值
|
||
core.updateCheckBlock();
|
||
// 更新全地图显伤
|
||
core.updateDamage();
|
||
},
|
||
"updateCheckBlock": function (floorId) {
|
||
// 领域、夹击、阻击等的伤害值计算
|
||
floorId = floorId || core.status.floorId;
|
||
if (!floorId || !core.status.maps) return;
|
||
|
||
var width = core.floors[floorId].width,
|
||
height = core.floors[floorId].height;
|
||
var blocks = core.getMapBlocksObj(floorId);
|
||
|
||
var damage = {}, // 每个点的伤害值
|
||
type = {}, // 每个点的伤害类型
|
||
repulse = {}, // 每个点的阻击怪信息
|
||
ambush = {}; // 每个点的捕捉信息
|
||
var betweenAttackLocs = {}; // 所有可能的夹击点
|
||
var needCache = false;
|
||
var canGoDeadZone = core.flags.canGoDeadZone;
|
||
core.flags.canGoDeadZone = true;
|
||
|
||
// 计算血网和领域、阻击、激光的伤害,计算捕捉信息
|
||
for (var loc in blocks) {
|
||
var block = blocks[loc],
|
||
x = block.x,
|
||
y = block.y,
|
||
id = block.event.id,
|
||
enemy = core.material.enemys[id];
|
||
if (block.disable) continue;
|
||
|
||
type[loc] = type[loc] || {};
|
||
|
||
// 血网
|
||
// 如需调用当前楼层的ratio可使用 core.status.maps[floorId].ratio
|
||
if (id == "lavaNet" && !core.hasItem("amulet")) {
|
||
damage[loc] = (damage[loc] || 0) + core.values.lavaDamage;
|
||
type[loc][(block.event.name || "血网") + "伤害"] = true;
|
||
}
|
||
|
||
// 领域
|
||
// 如果要防止领域伤害,可以直接简单的将 flag:no_zone 设为true
|
||
if (
|
||
enemy &&
|
||
core.hasSpecial(enemy.special, 15) &&
|
||
!core.hasFlag("no_zone")
|
||
) {
|
||
// 领域范围,默认为1
|
||
var range = enemy.range || 1;
|
||
// 是否是九宫格领域
|
||
var zoneSquare = false;
|
||
if (enemy.zoneSquare != null) zoneSquare = enemy.zoneSquare;
|
||
// 在范围内进行搜索,增加领域伤害值
|
||
for (var dx = -range; dx <= range; dx++) {
|
||
for (var dy = -range; dy <= range; dy++) {
|
||
if (dx == 0 && dy == 0) continue;
|
||
var nx = x + dx,
|
||
ny = y + dy,
|
||
currloc = nx + "," + ny;
|
||
if (nx < 0 || nx >= width || ny < 0 || ny >= height) continue;
|
||
// 如果是十字领域,则还需要满足 |dx|+|dy|<=range
|
||
if (!zoneSquare && Math.abs(dx) + Math.abs(dy) > range) continue;
|
||
damage[currloc] = (damage[currloc] || 0) + (enemy.zone || 0);
|
||
type[currloc] = type[currloc] || {};
|
||
type[currloc]["领域伤害"] = true;
|
||
}
|
||
}
|
||
}
|
||
|
||
// 阻击
|
||
// 如果要防止阻击伤害,可以直接简单的将 flag:no_repulse 设为true
|
||
if (
|
||
enemy &&
|
||
core.hasSpecial(enemy.special, 18) &&
|
||
!core.hasFlag("no_repulse")
|
||
) {
|
||
var scan = enemy.zoneSquare ? core.utils.scan2 : core.utils.scan;
|
||
for (var dir in scan) {
|
||
var nx = x + scan[dir].x,
|
||
ny = y + scan[dir].y,
|
||
currloc = nx + "," + ny;
|
||
if (nx < 0 || nx >= width || ny < 0 || ny >= height) continue;
|
||
damage[currloc] = (damage[currloc] || 0) + (enemy.repulse || 0);
|
||
type[currloc] = type[currloc] || {};
|
||
type[currloc]["阻击伤害"] = true;
|
||
|
||
var rdir = core.turnDirection(":back", dir);
|
||
// 检查下一个点是否存在事件(从而判定是否移动)
|
||
var rnx = x + scan[rdir].x,
|
||
rny = y + scan[rdir].y;
|
||
if (rnx < 0 || rnx >= width || rny < 0 || rny >= height) continue;
|
||
// 如需禁止阻击被推到已隐藏的事件处(如重生怪处),可将这一句的false改为true
|
||
if (core.getBlock(rnx, rny, floorId, false) != null) continue;
|
||
if (core.utils.scan[rdir] && !core.canMoveHero(x, y, rdir, floorId))
|
||
continue;
|
||
repulse[currloc] = (repulse[currloc] || []).concat([
|
||
[x, y, id, rdir],
|
||
]);
|
||
}
|
||
}
|
||
|
||
// 激光
|
||
// 如果要防止激光伤害,可以直接简单的将 flag:no_laser 设为true
|
||
if (
|
||
enemy &&
|
||
core.hasSpecial(enemy.special, 24) &&
|
||
!core.hasFlag("no_laser")
|
||
) {
|
||
for (var nx = 0; nx < width; nx++) {
|
||
var currloc = nx + "," + y;
|
||
if (nx != x) {
|
||
damage[currloc] = (damage[currloc] || 0) + (enemy.laser || 0);
|
||
type[currloc] = type[currloc] || {};
|
||
type[currloc]["激光伤害"] = true;
|
||
}
|
||
}
|
||
for (var ny = 0; ny < height; ny++) {
|
||
var currloc = x + "," + ny;
|
||
if (ny != y) {
|
||
damage[currloc] = (damage[currloc] || 0) + (enemy.laser || 0);
|
||
type[currloc] = type[currloc] || {};
|
||
type[currloc]["激光伤害"] = true;
|
||
}
|
||
}
|
||
}
|
||
|
||
// 捕捉
|
||
// 如果要防止捕捉效果,可以直接简单的将 flag:no_ambush 设为true
|
||
if (
|
||
enemy &&
|
||
core.enemys.hasSpecial(enemy.special, 27) &&
|
||
!core.hasFlag("no_ambush")
|
||
) {
|
||
var scan = enemy.zoneSquare ? core.utils.scan2 : core.utils.scan;
|
||
// 给周围格子加上【捕捉】记号
|
||
for (var dir in scan) {
|
||
var nx = x + scan[dir].x,
|
||
ny = y + scan[dir].y,
|
||
currloc = nx + "," + ny;
|
||
if (
|
||
nx < 0 ||
|
||
nx >= width ||
|
||
ny < 0 ||
|
||
ny >= height ||
|
||
(core.utils.scan[dir] && !core.canMoveHero(x, y, dir, floorId))
|
||
)
|
||
continue;
|
||
ambush[currloc] = (ambush[currloc] || []).concat([[x, y, id, dir]]);
|
||
}
|
||
}
|
||
|
||
// 夹击;在这里提前计算所有可能的夹击点,具体计算逻辑在下面
|
||
// 如果要防止夹击伤害,可以简单的将 flag:no_betweenAttack 设为true
|
||
if (
|
||
enemy &&
|
||
core.enemys.hasSpecial(enemy.special, 16) &&
|
||
!core.hasFlag("no_betweenAttack")
|
||
) {
|
||
for (var dir in core.utils.scan) {
|
||
var nx = x + core.utils.scan[dir].x,
|
||
ny = y + core.utils.scan[dir].y,
|
||
currloc = nx + "," + ny;
|
||
if (nx < 0 || nx >= width || ny < 0 || ny >= height) continue;
|
||
betweenAttackLocs[currloc] = true;
|
||
}
|
||
}
|
||
|
||
// 检查地图范围类技能
|
||
var specialFlag = core.getSpecialFlag(enemy);
|
||
if (specialFlag & 1) needCache = true;
|
||
if (core.status.event.id == "viewMaps") needCache = true;
|
||
if (
|
||
(core.status.event.id == "book" ||
|
||
core.status.event.id == "bool-detail") &&
|
||
core.status.event.ui
|
||
)
|
||
needCache = true;
|
||
}
|
||
|
||
// 对每个可能的夹击点计算夹击伤害
|
||
for (var loc in betweenAttackLocs) {
|
||
var xy = loc.split(","),
|
||
x = parseInt(xy[0]),
|
||
y = parseInt(xy[1]);
|
||
// 夹击怪物的ID
|
||
var enemyId1 = null,
|
||
enemyId2 = null;
|
||
// 检查左右夹击
|
||
var leftBlock = blocks[x - 1 + "," + y],
|
||
rightBlock = blocks[x + 1 + "," + y];
|
||
var leftId = core.getFaceDownId(leftBlock),
|
||
rightId = core.getFaceDownId(rightBlock);
|
||
if (
|
||
leftBlock &&
|
||
!leftBlock.disable &&
|
||
rightBlock &&
|
||
!rightBlock.disable &&
|
||
leftId == rightId
|
||
) {
|
||
if (core.hasSpecial(leftId, 16)) enemyId1 = leftId;
|
||
}
|
||
// 检查上下夹击
|
||
var topBlock = blocks[x + "," + (y - 1)],
|
||
bottomBlock = blocks[x + "," + (y + 1)];
|
||
var topId = core.getFaceDownId(topBlock),
|
||
bottomId = core.getFaceDownId(bottomBlock);
|
||
if (
|
||
topBlock &&
|
||
!topBlock.disable &&
|
||
bottomBlock &&
|
||
!bottomBlock.disable &&
|
||
topId == bottomId
|
||
) {
|
||
if (core.hasSpecial(topId, 16)) enemyId2 = topId;
|
||
}
|
||
|
||
if (enemyId1 != null || enemyId2 != null) {
|
||
var leftHp = core.status.hero.hp - (damage[loc] || 0);
|
||
if (leftHp > 1) {
|
||
// 夹击伤害值
|
||
var value = Math.floor(leftHp / 2);
|
||
// 是否不超过怪物伤害值
|
||
if (core.flags.betweenAttackMax) {
|
||
var enemyDamage1 = core.getDamage(enemyId1, x, y, floorId);
|
||
if (enemyDamage1 != null && enemyDamage1 < value)
|
||
value = enemyDamage1;
|
||
var enemyDamage2 = core.getDamage(enemyId2, x, y, floorId);
|
||
if (enemyDamage2 != null && enemyDamage2 < value)
|
||
value = enemyDamage2;
|
||
}
|
||
if (value > 0) {
|
||
damage[loc] = (damage[loc] || 0) + value;
|
||
type[loc] = type[loc] || {};
|
||
type[loc]["夹击伤害"] = true;
|
||
}
|
||
}
|
||
}
|
||
}
|
||
|
||
// 取消注释下面这一段可以让护盾抵御阻激夹域伤害
|
||
/*
|
||
for (var loc in damage) {
|
||
damage[loc] = Math.max(0, damage[loc] - core.getRealStatus('mdef'));
|
||
}
|
||
*/
|
||
|
||
core.flags.canGoDeadZone = canGoDeadZone;
|
||
core.status.checkBlock = {
|
||
damage: damage,
|
||
type: type,
|
||
repulse: repulse,
|
||
ambush: ambush,
|
||
needCache: needCache,
|
||
cache: {}, // clear cache
|
||
};
|
||
},
|
||
"moveOneStep": function (callback) {
|
||
// 勇士每走一步后执行的操作。callback为行走完毕后的回调
|
||
// 这个函数执行在“刚走完”的时候,即还没有检查该点的事件和领域伤害等。
|
||
// 请注意:瞬间移动不会执行该函数。如果要控制能否瞬间移动有三种方法:
|
||
// 1. 将全塔属性中的cannotMoveDirectly这个开关勾上,即可在全塔中全程禁止使用瞬移。
|
||
// 2, 将楼层属性中的cannotMoveDirectly这个开关勾上,即禁止在该层楼使用瞬移。
|
||
// 3. 将flag:cannotMoveDirectly置为true,即可使用flag控制在某段剧情范围内禁止瞬移。
|
||
|
||
// 增加步数
|
||
core.status.hero.steps++;
|
||
// 更新跟随者状态,并绘制
|
||
core.updateFollowers();
|
||
core.drawHero();
|
||
// 检查中毒状态的扣血和死亡
|
||
if (core.hasFlag("poison")) {
|
||
core.status.hero.statistics.poisonDamage += core.values.poisonDamage;
|
||
core.status.hero.hp -= core.values.poisonDamage;
|
||
if (core.status.hero.hp <= 0) {
|
||
core.status.hero.hp = 0;
|
||
core.updateStatusBar(false, true);
|
||
core.events.lose();
|
||
return;
|
||
} else {
|
||
core.updateStatusBar(false, true);
|
||
}
|
||
}
|
||
|
||
// 从v2.7开始,每一步行走不会再刷新状态栏。
|
||
// 如果有特殊要求(如每走一步都加buff之类),可手动取消注释下面这一句:
|
||
// core.updateStatusBar(true, true);
|
||
|
||
// 检查自动事件
|
||
core.checkAutoEvents();
|
||
|
||
// ------ 检查目标点事件 ------ //
|
||
// 无事件的道具(如血瓶)需要优先于阻激夹域判定
|
||
var nowx = core.getHeroLoc("x"),
|
||
nowy = core.getHeroLoc("y");
|
||
var block = core.getBlock(nowx, nowy);
|
||
var hasTrigger = false;
|
||
if (
|
||
block != null &&
|
||
block.event.trigger == "getItem" &&
|
||
!core.floors[core.status.floorId].afterGetItem[nowx + "," + nowy]
|
||
) {
|
||
hasTrigger = true;
|
||
core.trigger(nowx, nowy, callback);
|
||
}
|
||
// 执行目标点的阻激夹域事件
|
||
core.checkBlock();
|
||
|
||
// 执行目标点的script和事件
|
||
if (!hasTrigger) core.trigger(nowx, nowy, callback);
|
||
|
||
// 检查该点是否是滑冰
|
||
if (core.onSki()) {
|
||
// 延迟到事件最后执行,因为这之前可能有阻激夹域动画
|
||
core.insertAction({ type: "moveAction" }, null, null, null, true);
|
||
}
|
||
|
||
// ------ 检查目标点事件 END ------ //
|
||
|
||
// 如需强行终止行走可以在这里条件判定:
|
||
// core.stopAutomaticRoute();
|
||
},
|
||
"moveDirectly": function (x, y, ignoreSteps) {
|
||
// 瞬间移动;x,y为要瞬间移动的点;ignoreSteps为减少的步数,可能之前已经被计算过
|
||
// 返回true代表成功瞬移,false代表没有成功瞬移
|
||
|
||
// 判定能否瞬移到该点
|
||
if (ignoreSteps == null) ignoreSteps = core.canMoveDirectly(x, y);
|
||
if (ignoreSteps >= 0) {
|
||
// 中毒也允许瞬移
|
||
if (core.hasFlag("poison")) {
|
||
var damage = ignoreSteps * core.values.poisonDamage;
|
||
if (damage >= core.status.hero.hp) return false;
|
||
core.status.hero.statistics.poisonDamage += damage;
|
||
core.status.hero.hp -= damage;
|
||
}
|
||
|
||
core.clearMap("hero");
|
||
if (
|
||
core.bigmap.width * 32 === core.bigmap.height * 32 &&
|
||
core.bigmap.width * 32 === core.__PIXELS__
|
||
)
|
||
core.addPopMove(
|
||
32 * core.status.hero.loc.x + 16,
|
||
32 * core.status.hero.loc.y + 16,
|
||
32 * x + 16,
|
||
32 * y + 16
|
||
);
|
||
// 获得勇士最后的朝向
|
||
var lastDirection = core.status.route[core.status.route.length - 1];
|
||
if (["left", "right", "up", "down"].indexOf(lastDirection) >= 0)
|
||
core.setHeroLoc("direction", lastDirection);
|
||
// 设置坐标,并绘制
|
||
core.control._moveDirectyFollowers(x, y);
|
||
core.status.hero.loc.x = x;
|
||
core.status.hero.loc.y = y;
|
||
core.drawHero();
|
||
// 记录录像
|
||
core.status.route.push("move:" + x + ":" + y);
|
||
// 统计信息
|
||
core.status.hero.statistics.moveDirectly++;
|
||
core.status.hero.statistics.ignoreSteps += ignoreSteps;
|
||
if (core.hasFlag("poison")) {
|
||
core.updateStatusBar(false, true);
|
||
}
|
||
|
||
core.checkRouteFolding();
|
||
return true;
|
||
}
|
||
return false;
|
||
},
|
||
"parallelDo": function (timestamp) {
|
||
// 并行事件处理,可以在这里写任何需要并行处理的脚本或事件
|
||
// 该函数将被系统反复执行,每次执行间隔视浏览器或设备性能而定,一般约为16.6ms一次
|
||
// 参数timestamp为“从游戏资源加载完毕到当前函数执行时”的时间差,以毫秒为单位
|
||
|
||
// 检查当前是否处于游戏开始状态
|
||
if (!core.isPlaying()) return;
|
||
|
||
// 执行当前楼层的并行事件处理
|
||
if (core.status.floorId) {
|
||
try {
|
||
eval(core.floors[core.status.floorId].parallelDo);
|
||
} catch (e) {
|
||
console.error(e);
|
||
}
|
||
}
|
||
}
|
||
},
|
||
"ui": {
|
||
"getToolboxItems": function (cls) {
|
||
// 获得道具栏中当前某类型道具的显示项和显示顺序
|
||
// cls为道具类型,只可能是 tools, constants 和 equips
|
||
// 返回一个数组,代表当前某类型道具的显示内容和顺序
|
||
// 默认按id升序排列,您可以取消下面的注释改为按名称排列
|
||
|
||
return Object.keys(core.status.hero.items[cls] || {})
|
||
.filter(function (id) {
|
||
return !core.material.items[id].hideInToolbox;
|
||
})
|
||
.sort(/*function (id1, id2) { return core.material.items[id1].name <= core.material.items[id2].name ? -1 : 1 }*/);
|
||
},
|
||
"drawStatusBar": function () {
|
||
// 这真的是人能写出来的东西?
|
||
var ctx,
|
||
fill = function (text, x, y, style) {
|
||
core.ui.setFont(
|
||
ctx,
|
||
(/\w+/.test(text) ? "italic " : "") + "bold 18px Verdana"
|
||
);
|
||
core.ui.fillBoldText(ctx, text, x, y, style);
|
||
};
|
||
if (core.flags.statusCanvas) {
|
||
// 系统开关「自绘状态栏」开启
|
||
core.ui.clearMap((ctx = core.dom.statusCanvasCtx)); // 清空状态栏
|
||
core.ui.setFillStyle(ctx, core.status.globalAttribute.statusBarColor);
|
||
if (core.domStyle.isVertical) {
|
||
// 竖屏
|
||
core.drawImage(ctx, core.statusBar.icons.floor, 6, 6, 25, 25);
|
||
fill((core.status.thisMap || {}).name || "Loading", 42, 26);
|
||
core.drawImage(ctx, core.statusBar.icons.hp, 137, 6, 25, 25);
|
||
fill(core.formatBigNumber(core.getRealStatus("hp")), 173, 26);
|
||
core.drawImage(ctx, core.statusBar.icons.atk, 268, 6, 25, 25);
|
||
fill(core.formatBigNumber(core.getRealStatus("atk")), 304, 26);
|
||
core.drawImage(ctx, core.statusBar.icons.def, 6, 38, 25, 25);
|
||
fill(core.formatBigNumber(core.getRealStatus("def")), 42, 58);
|
||
core.drawImage(ctx, core.statusBar.icons.mdef, 137, 38, 25, 25);
|
||
fill(core.formatBigNumber(core.getRealStatus("mdef")), 173, 58);
|
||
core.drawImage(ctx, core.statusBar.icons.money, 268, 38, 25, 25);
|
||
fill(core.formatBigNumber(core.status.hero.money), 304, 58);
|
||
core.drawImage(ctx, core.statusBar.icons.exp, 6, 70, 25, 25);
|
||
fill(core.formatBigNumber(core.status.hero.exp), 42, 90);
|
||
} else if (!core.flags.hideLeftStatusBar) {
|
||
// 横屏且未隐藏状态栏
|
||
core.drawImage(ctx, core.statusBar.icons.floor, 6, 9, 25, 25);
|
||
fill((core.status.thisMap || {}).name || "Loading", 42, 29);
|
||
core.drawImage(ctx, core.statusBar.icons.hp, 6, 43, 25, 25);
|
||
fill(core.formatBigNumber(core.getRealStatus("hp")), 42, 63);
|
||
core.drawImage(ctx, core.statusBar.icons.atk, 6, 77, 25, 25);
|
||
fill(core.formatBigNumber(core.getRealStatus("atk")), 42, 97);
|
||
core.drawImage(ctx, core.statusBar.icons.def, 6, 111, 25, 25);
|
||
fill(core.formatBigNumber(core.getRealStatus("def")), 42, 131);
|
||
core.drawImage(ctx, core.statusBar.icons.mdef, 6, 145, 25, 25);
|
||
fill(core.formatBigNumber(core.getRealStatus("mdef")), 42, 165);
|
||
core.drawImage(ctx, core.statusBar.icons.money, 6, 179, 25, 25);
|
||
fill(core.formatBigNumber(core.status.hero.money), 42, 199);
|
||
core.drawImage(ctx, core.statusBar.icons.exp, 6, 213, 25, 25);
|
||
fill(core.formatBigNumber(core.status.hero.exp), 42, 233);
|
||
fill(
|
||
core.setTwoDigits(core.itemCount("yellowKey")),
|
||
11,
|
||
267,
|
||
"#FFCCAA"
|
||
);
|
||
fill(
|
||
core.setTwoDigits(core.itemCount("blueKey")),
|
||
46,
|
||
267,
|
||
"#AAAADD"
|
||
);
|
||
fill(core.setTwoDigits(core.itemCount("redKey")), 81, 267, "#FF8888");
|
||
}
|
||
} else if (core.flags.hideLeftStatusBar && !core.domStyle.isVertical) {
|
||
// 横屏且隐藏状态栏
|
||
if (!core.dymCanvas["status"])
|
||
core.ui.createCanvas("status", 0, 0, core._PX_, core._PY_, 66); // 刚好盖过显伤层
|
||
core.ui.clearMap((ctx = core.dymCanvas["status"]));
|
||
core.ui.setFillStyle(ctx, core.status.globalAttribute.statusBarColor);
|
||
var offset =
|
||
core.status.hero.loc.x - core.bigmap.offsetX / 32 >= core._HEIGHT_ ?
|
||
0 :
|
||
core._PY_;
|
||
core.ui.setAlpha(ctx, 0.75);
|
||
core.ui.drawWindowSkin(
|
||
"winskin.webp",
|
||
ctx,
|
||
offset,
|
||
0,
|
||
core._PX_ - core._PY_,
|
||
core._PY_
|
||
);
|
||
core.ui.setAlpha(ctx, 1);
|
||
core.drawImage(ctx, core.statusBar.icons.floor, 6 + offset, 9, 25, 25);
|
||
fill((core.status.thisMap || {}).name || "Loading", 42 + offset, 29);
|
||
core.drawImage(ctx, core.statusBar.icons.hp, 6 + offset, 43, 25, 25);
|
||
fill(core.formatBigNumber(core.getRealStatus("hp")), 42 + offset, 63);
|
||
core.drawImage(ctx, core.statusBar.icons.atk, 6 + offset, 77, 25, 25);
|
||
fill(core.formatBigNumber(core.getRealStatus("atk")), 42 + offset, 97);
|
||
core.drawImage(ctx, core.statusBar.icons.def, 6 + offset, 111, 25, 25);
|
||
fill(core.formatBigNumber(core.getRealStatus("def")), 42 + offset, 131);
|
||
core.drawImage(ctx, core.statusBar.icons.mdef, 6 + offset, 145, 25, 25);
|
||
fill(
|
||
core.formatBigNumber(core.getRealStatus("mdef")),
|
||
42 + offset,
|
||
165
|
||
);
|
||
core.drawImage(
|
||
ctx,
|
||
core.statusBar.icons.money,
|
||
6 + offset,
|
||
179,
|
||
25,
|
||
25
|
||
);
|
||
fill(core.formatBigNumber(core.status.hero.money), 42 + offset, 199);
|
||
core.drawImage(ctx, core.statusBar.icons.exp, 6 + offset, 213, 25, 25);
|
||
fill(core.formatBigNumber(core.status.hero.exp), 42 + offset, 233);
|
||
fill(
|
||
core.setTwoDigits(core.itemCount("yellowKey")),
|
||
11 + offset,
|
||
267,
|
||
"#FFCCAA"
|
||
);
|
||
fill(
|
||
core.setTwoDigits(core.itemCount("blueKey")),
|
||
46 + offset,
|
||
267,
|
||
"#AAAADD"
|
||
);
|
||
fill(
|
||
core.setTwoDigits(core.itemCount("redKey")),
|
||
81 + offset,
|
||
267,
|
||
"#FF8888"
|
||
);
|
||
}
|
||
},
|
||
"drawStatistics": function () {
|
||
// 浏览地图时参与的统计项目
|
||
|
||
return [
|
||
"yellowDoor",
|
||
"blueDoor",
|
||
"redDoor",
|
||
"greenDoor",
|
||
"steelDoor",
|
||
"yellowKey",
|
||
"blueKey",
|
||
"redKey",
|
||
"greenKey",
|
||
"steelKey",
|
||
"redGem",
|
||
"blueGem",
|
||
"greenGem",
|
||
"yellowGem",
|
||
"redPotion",
|
||
"bluePotion",
|
||
"greenPotion",
|
||
"yellowPotion",
|
||
"superPotion",
|
||
"pickaxe",
|
||
"bomb",
|
||
"centerFly",
|
||
"icePickaxe",
|
||
"freezeBadge",
|
||
"earthquake",
|
||
"upFly",
|
||
"downFly",
|
||
"jumpShoes",
|
||
"lifeWand",
|
||
"poisonWine",
|
||
"weakWine",
|
||
"curseWine",
|
||
"superWine",
|
||
"sword1",
|
||
"sword2",
|
||
"sword3",
|
||
"sword4",
|
||
"sword5",
|
||
"shield1",
|
||
"shield2",
|
||
"shield3",
|
||
"shield4",
|
||
"shield5",
|
||
// 在这里可以增加新的ID来进行统计个数,只能增加道具ID
|
||
];
|
||
},
|
||
"drawAbout": function () {
|
||
// 绘制“关于”界面
|
||
core.ui.closePanel();
|
||
core.lockControl();
|
||
core.status.event.id = "about";
|
||
|
||
var left = 48,
|
||
top = 36,
|
||
right = (core._PX_ || core.__PIXELS__) - 2 * left,
|
||
bottom = (core._PY_ || core.__PIXELS__) - 2 * top;
|
||
|
||
core.setAlpha("ui", 0.85);
|
||
core.fillRect("ui", left, top, right, bottom, "#000000");
|
||
core.setAlpha("ui", 1);
|
||
core.strokeRect(
|
||
"ui",
|
||
left - 1,
|
||
top - 1,
|
||
right + 1,
|
||
bottom + 1,
|
||
"#FFFFFF",
|
||
2
|
||
);
|
||
|
||
var text_start = left + 24;
|
||
|
||
// 名称
|
||
core.setTextAlign("ui", "left");
|
||
var globalAttribute =
|
||
core.status.globalAttribute || core.initStatus.globalAttribute;
|
||
core.fillText(
|
||
"ui",
|
||
"HTML5 魔塔样板",
|
||
text_start,
|
||
top + 35,
|
||
globalAttribute.selectColor,
|
||
"bold 22px " + globalAttribute.font
|
||
);
|
||
core.fillText(
|
||
"ui",
|
||
"版本: " + main.__VERSION__,
|
||
text_start,
|
||
top + 80,
|
||
"#FFFFFF",
|
||
"bold 17px " + globalAttribute.font
|
||
);
|
||
core.fillText("ui", "作者: 艾之葵", text_start, top + 112);
|
||
core.fillText(
|
||
"ui",
|
||
"HTML5魔塔交流群:539113091",
|
||
text_start,
|
||
top + 112 + 32
|
||
);
|
||
// TODO: 写自己的“关于”页面,每次增加32像素即可
|
||
core.playSound("打开界面");
|
||
}
|
||
}
|
||
} |