增加咸鱼道具圣杯;圣骑士打龙也会获得金币;计分点改成GM1;删除确认要跳过剧情吗
This commit is contained in:
parent
f7eb0f9743
commit
3804f68260
@ -48,7 +48,7 @@ var events_c12a15a8_c380_4b28_8144_256cba95f760 =
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"回收钥匙商店": [
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{
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"type": "function",
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"function": "function(){\nif (core.hasEquip('I409')) { core.status.hero.mana += 1 }\nif (core.hasEquip('I410')) { core.status.hero.mana += 3 }\nif (core.hasEquip('I411')) { core.status.hero.mana += 5 }\nif (core.hasEquip('I412')) { core.status.hero.mana += 7 }\nif (core.hasEquip('I413')) { core.status.hero.mana += 9 }\nif (core.hasEquip('I595')) { core.status.hero.mana += 100 }\nif (core.hasEquip('I1115')) { core.status.hero.mana += 10 }\nif (core.hasEquip('I1116')) { core.status.hero.mana += 10 }\nif (core.hasItem('I722')) { core.status.hero.mana += Math.min(50, Math.sqrt((core.getEnemyInfo('', null, x, y).hp || 0) / 500)) }\nif (core.hasEquip('I723')) { core.status.hero.hp += core.status.hero.hpmax / 200 }\nif (core.hasItem('coin')) core.status.hero.money += 12;\nflags.lhjnb = (flags.lhjnb || 0) + (core.getEnemyInfo('', null, x, y).money || 0)\n}"
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"function": "function(){\nif (core.hasEquip('I409')) { core.status.hero.mana += 1 }\nif (core.hasEquip('I410')) { core.status.hero.mana += 3 }\nif (core.hasEquip('I411')) { core.status.hero.mana += 5 }\nif (core.hasEquip('I412')) { core.status.hero.mana += 7 }\nif (core.hasEquip('I413')) { core.status.hero.mana += 9 }\nif (core.hasEquip('I595')) { core.status.hero.mana += 100 }\nif (core.hasEquip('I1115')) { core.status.hero.mana += 10 }\nif (core.hasEquip('I1116')) { core.status.hero.mana += 10 }\nif (core.hasItem('I722')) { core.status.hero.mana += Math.min(50, Math.sqrt((core.getEnemyInfo('', null, x, y).hp || 0) / 500)) }\nif (core.hasEquip('I723')) { core.status.hero.hp += core.status.hero.hpmax / 200 }\nif (core.hasItem('I421')) { core.status.hero.mana += Math.min(10000, (core.getEnemyInfo('', null, x, y).hp || 0) / 5000) }\nif (core.hasItem('I421')) { core.status.hero.hp += core.status.hero.hpmax / 100 }\n\nif (core.hasItem('coin')) core.status.hero.money += 12;\nflags.lhjnb = (flags.lhjnb || 0) + (core.getEnemyInfo('', null, x, y).money || 0)\n}"
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}
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]
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}
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@ -14,19 +14,6 @@ main.floors.BN10=
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"defaultGround": "X10003",
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"bgm": "ending.mp3",
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"firstArrive": [
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{
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"type": "confirm",
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"text": "确认要跳过剧情吗?",
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"yes": [
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{
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"type": "moveHero",
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"time": 500,
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"steps": [
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"up:5"
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]
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}
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],
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"no": [
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"\t[北纳逸,E1012]\b[this,6,5]你来啦",
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{
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"type": "moveHero",
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@ -41,8 +28,6 @@ main.floors.BN10=
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"\t[北纳逸,E1012]\b[this,6,5]莫析家族的少主这张嘴真是越来越伶俐了",
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"\t[莫析辉,hero]\b[hero]您知道我来找您是做什么的",
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"\t[北纳逸,E1012]\b[this,6,5]当然知道。既然如此,那还等什么?出手吧!"
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]
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}
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],
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"eachArrive": [],
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"parallelDo": "",
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@ -28,36 +28,6 @@ main.floors.CZ10=
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}
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],
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"6,8": [
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{
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"type": "confirm",
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"text": "确认要跳过剧情吗?",
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"yes": [
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{
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"type": "hide",
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"loc": [
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[
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6,
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6
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]
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],
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"remove": true
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},
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{
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"type": "setBlock",
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"number": "specialDoor",
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"loc": [
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[
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6,
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9
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]
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]
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},
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{
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"type": "hide",
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"remove": true
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}
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],
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"no": [
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"\t[林霄,N485]\b[this,6,6]黑暗骑士林霄恭迎光明圣子殿下!",
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"\t[莫析辉,hero]\b[hero]呵,看得出你们等本少爷很久了。",
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"\t[林霄,N485]\b[this,6,6]殿下误会了,是我们尊贵的黑暗圣子殿下想要见您,所以让我们来请殿下去黑暗神殿一聚",
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@ -111,8 +81,6 @@ main.floors.CZ10=
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"type": "hide",
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"remove": true
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}
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]
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}
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],
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"9,6": {
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"trigger": null,
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@ -351,64 +319,6 @@ main.floors.CZ10=
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5
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]
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},
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{
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"type": "confirm",
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"text": "确认要跳过剧情吗?",
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"yes": [
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{
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"type": "if",
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"condition": "(flag:shengqishi>1)",
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"true": [
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"继续探查"
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],
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"false": [
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{
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"type": "setValue",
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"name": "status:hpmax",
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"operator": "-=",
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"value": "5000"
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},
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{
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"type": "setValue",
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"name": "status:atk",
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"operator": "-=",
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"value": "100"
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},
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{
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"type": "setValue",
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"name": "status:def",
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"operator": "-=",
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"value": "100"
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},
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{
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"type": "setValue",
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"name": "status:mdef",
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"operator": "-=",
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"value": "500"
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}
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]
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},
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{
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"type": "show",
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"loc": [
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[
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6,
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0
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]
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]
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},
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{
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"type": "setBlock",
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"number": "upPortal",
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"loc": [
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[
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6,
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0
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]
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]
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}
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],
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"no": [
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{
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"type": "if",
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"condition": "(flag:shengqishi>1)",
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@ -999,8 +909,6 @@ main.floors.CZ10=
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},
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"\t[莫析辉,hero]\b[hero]继续前进"
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]
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}
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]
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},
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"afterGetItem": {},
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"afterOpenDoor": {},
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@ -327,6 +327,72 @@ main.floors.GM1=
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"type": "turnBlock",
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"direction": "up"
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}
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],
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"0,9": [
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"这里可以计分。\n本塔的计分方式是攻击+防御+护盾/6+血限/300。如果买了额外的装备孔则分数+5000。\n圣骑士路线拿到火焰纹章后可以将分数乘以1.2。\n这里可以把神之血和琼浆玉露卖掉,然后在商店加点换取分数。\n钥匙也可以按照商店的原价卖掉。",
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"圣骑士结局:\n和圣骑士亲密度>=100\n黑暗圣子结局:\n融合黑暗圣子,和圣骑士亲密度在-1~99之间,和准圣子及圣女亲密度均<5\n光明圣子或光明圣女结局:\n不融合黑暗圣子,和圣骑士亲密度在-1~99之间,准圣子或圣女亲密度>5\n黑暗圣子+光明圣子或光明圣女结局:\n融合黑暗圣子,和圣骑士亲密度在-1~99之间,准圣子或圣女亲密度>5\n孤胆英雄结局:\n不融合黑暗圣子,和圣骑士亲密度在-1~99之间,和准圣子及圣女亲密度均<5\n天命主角结局:\n和圣骑士亲密度<=-2",
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"这里由于部分内容还没实装,因此这里圣骑士结局需要圣骑士的亲密度需求为90,且火焰纹章不可能拿到,且准圣子或圣女亲密度视为>5。",
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{
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"type": "openShop",
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"id": "itemShop",
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"open": true
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},
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{
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"type": "setValue",
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"name": "status:money",
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"operator": "+=",
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"value": "item:I710*100+item:I711*200+item:I712*300+item:I713*400+item:I714*500+item:I415*1000+item:I416*2000+item:yellowKey*40+item:blueKey*120+item:redKey*300"
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},
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{
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"type": "openShop",
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"id": "shop1",
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"open": true
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},
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{
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"type": "unloadEquip",
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"pos": 0
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},
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{
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"type": "unloadEquip",
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"pos": 1
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},
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{
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"type": "unloadEquip",
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"pos": 2
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},
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{
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"type": "unloadEquip",
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"pos": 3
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},
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{
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"type": "setValue",
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"name": "status:hp",
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"value": "status:atk+status:def+status:mdef/6+status:hpmax/300+(flag:shop3)*5000-item:I421*100000"
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},
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{
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"type": "if",
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"condition": "(flag:shengqishi>=90)",
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"true": [
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{
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"type": "win",
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"reason": "paladin"
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}
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]
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},
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{
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"type": "if",
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"condition": "flag:heianshengzi",
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"true": [
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{
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"type": "win",
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"reason": "the son of darkness"
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}
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]
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},
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{
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"type": "win",
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"reason": "saint"
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}
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]
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},
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"changeFloor": {
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@ -418,7 +484,7 @@ main.floors.GM1=
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[ 92,30204, 0, 0, 0,30360,30361,30362, 0, 0, 0,30204, 94],
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[50049,443, 0, 0,578, 0, 0,582, 0, 0, 0,443,50049],
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[50049, 0, 0, 0, 0,566,550, 0, 0, 0, 0, 0,50049],
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[ 92,30204, 0, 0, 0, 0,549, 0, 0, 0, 0,30204, 94],
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[104,30204, 0, 0, 0, 0,549, 0, 0, 0, 0,30204, 94],
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[50049, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,50049],
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[50049, 0,442,30204,441,442,30204,441,442,30204,441, 0,50049],
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[50049,50049,50049, 93,50049,50049, 93,50049,50049, 93,50049,50049,50049]
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@ -270,8 +270,8 @@ main.floors.HA11=
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[140166,140166,140166,140166,140166,140166,140166, 81,140166,140166,140166,140166,140166],
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[140166,688, 0, 0, 81, 0, 0, 0,1022, 0, 0,688,140166],
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[140166,140166,907,140166,140166,140166, 81,140166,140166,140166,851,140166,140166],
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[140166, 0, 0, 0,140166, 0,737, 0,140166, 0,687, 0,140166],
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[140166, 0, 0, 0,140166,348, 0, 21,140166, 21, 0, 0,140166],
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[140166, 0, 0, 0,140166, 0,737, 0,140166, 0, 0, 0,140166],
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[140166, 0, 0, 0,140166,348, 0, 21,140166, 21, 0,687,140166],
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[140166, 0, 93, 0,140166,140166,140166,140166,140166,140166,140166,140166,140166]
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],
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"bgmap": [
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@ -965,6 +965,16 @@ main.floors.LZ10=
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],
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"floorId": "GM1",
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"remove": true
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},
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{
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"type": "setValue",
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"name": "status:money",
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"operator": "+=",
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"value": "5000"
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},
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{
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"type": "insert",
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"name": "回收钥匙商店"
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}
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],
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"false": [
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@ -19,12 +19,18 @@ main.floors.MJ2=
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"events": {},
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"changeFloor": {
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"12,0": {
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"floorId": ":before",
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"stair": "upFloor"
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"floorId": "MJ1",
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"loc": [
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12,
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1
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]
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},
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"0,6": {
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"floorId": ":next",
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"stair": "downFloor"
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"floorId": "MJ3",
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"loc": [
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0,
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6
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]
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}
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},
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"beforeBattle": {
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@ -19,12 +19,18 @@ main.floors.MJ3=
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"events": {},
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"changeFloor": {
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"0,6": {
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"floorId": ":before",
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"stair": "upFloor"
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"floorId": "MJ2",
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"loc": [
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0,
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6
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]
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},
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"0,12": {
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"floorId": ":next",
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"stair": "downFloor"
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"floorId": "MJ4",
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"loc": [
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0,
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12
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]
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}
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},
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"beforeBattle": {},
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@ -19,12 +19,18 @@ main.floors.MJ4=
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"events": {},
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"changeFloor": {
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"0,12": {
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"floorId": ":before",
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"stair": "upFloor"
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"floorId": "MJ3",
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"loc": [
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0,
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12
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]
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},
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"6,12": {
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"floorId": ":next",
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"stair": "downFloor"
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"floorId": "MJ5",
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"loc": [
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6,
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12
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]
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}
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},
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"beforeBattle": {},
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|
@ -52,82 +52,22 @@ main.floors.MJ5=
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]
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}
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]
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},
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"10,8": [
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"这里可以计分。\n本塔的计分方式是攻击+防御+护盾/6+血限/300。如果买了额外的装备孔则分数+5000。\n圣骑士路线拿到火焰纹章后可以将分数乘以1.2。\n这里可以把神之血和琼浆玉露卖掉,然后在商店加点换取分数。\n钥匙也可以按照商店的原价卖掉。",
|
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"圣骑士结局:\n和圣骑士亲密度>=100\n黑暗圣子结局:\n融合黑暗圣子,和圣骑士亲密度在-1~99之间,和准圣子及圣女亲密度均<5\n光明圣子或光明圣女结局:\n不融合黑暗圣子,和圣骑士亲密度在-1~99之间,准圣子或圣女亲密度>5\n黑暗圣子+光明圣子或光明圣女结局:\n融合黑暗圣子,和圣骑士亲密度在-1~99之间,准圣子或圣女亲密度>5\n孤胆英雄结局:\n不融合黑暗圣子,和圣骑士亲密度在-1~99之间,和准圣子及圣女亲密度均<5\n天命主角结局:\n和圣骑士亲密度<=-2",
|
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"这里由于部分内容还没实装,因此这里圣骑士结局需要圣骑士的亲密度需求为90,且火焰纹章不可能拿到,且准圣子或圣女亲密度视为>5。",
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{
|
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"type": "openShop",
|
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"id": "itemShop",
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||||
"open": true
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||||
},
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||||
{
|
||||
"type": "setValue",
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||||
"name": "status:money",
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"operator": "+=",
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"value": "item:I710*100+item:I711*200+item:I712*300+item:I713*400+item:I714*500+item:I415*1000+item:I416*2000+item:yellowKey*40+item:blueKey*120+item:redKey*300"
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},
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||||
{
|
||||
"type": "openShop",
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||||
"id": "shop1",
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||||
"open": true
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||||
},
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||||
{
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||||
"type": "unloadEquip",
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"pos": 0
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||||
},
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||||
{
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||||
"type": "unloadEquip",
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||||
"pos": 1
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||||
},
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{
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||||
"type": "unloadEquip",
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||||
"pos": 2
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||||
},
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||||
{
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"type": "unloadEquip",
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"pos": 3
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},
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{
|
||||
"type": "setValue",
|
||||
"name": "status:hp",
|
||||
"value": "status:atk+status:def+status:mdef/6+status:hpmax/300+(flag:shop3)*5000"
|
||||
},
|
||||
{
|
||||
"type": "if",
|
||||
"condition": "(flag:shengqishi>=90)",
|
||||
"true": [
|
||||
{
|
||||
"type": "win",
|
||||
"reason": "paladin"
|
||||
}
|
||||
]
|
||||
},
|
||||
{
|
||||
"type": "if",
|
||||
"condition": "flag:heianshengzi",
|
||||
"true": [
|
||||
{
|
||||
"type": "win",
|
||||
"reason": "the son of darkness"
|
||||
}
|
||||
]
|
||||
},
|
||||
{
|
||||
"type": "win",
|
||||
"reason": "saint"
|
||||
}
|
||||
]
|
||||
},
|
||||
"changeFloor": {
|
||||
"6,12": {
|
||||
"floorId": ":before",
|
||||
"stair": "upFloor"
|
||||
"floorId": "MJ4",
|
||||
"loc": [
|
||||
6,
|
||||
12
|
||||
]
|
||||
},
|
||||
"11,12": {
|
||||
"floorId": ":next",
|
||||
"stair": "downFloor"
|
||||
"floorId": "MJ6",
|
||||
"loc": [
|
||||
11,
|
||||
12
|
||||
]
|
||||
}
|
||||
},
|
||||
"beforeBattle": {},
|
||||
@ -341,7 +281,7 @@ main.floors.MJ5=
|
||||
[ 4, 4, 4, 4, 4,1161,1170,1162, 4, 4, 4, 4, 4],
|
||||
[ 4, 4, 4, 4, 4,1163,1164,1165, 4, 4, 4, 4, 4],
|
||||
[ 4, 4, 4, 4, 4,1166,1169,1168, 85, 0, 0, 0, 4],
|
||||
[ 4, 4, 4, 4, 4, 4, 83, 4, 4, 4,1135, 0, 4],
|
||||
[ 4, 4, 4, 4, 4, 4, 83, 4, 4, 4, 4, 0, 4],
|
||||
[ 4, 4, 4, 4, 4, 4,510, 4, 4, 4, 4, 0, 4],
|
||||
[ 4, 4, 4, 4, 4, 4, 0, 4, 4, 4, 4, 0, 4],
|
||||
[ 4, 4, 4, 4, 4, 4, 0, 4, 4, 4, 4,1095, 4],
|
||||
|
@ -19,12 +19,18 @@ main.floors.MJ6=
|
||||
"events": {},
|
||||
"changeFloor": {
|
||||
"11,12": {
|
||||
"floorId": ":before",
|
||||
"stair": "upFloor"
|
||||
"floorId": "MJ5",
|
||||
"loc": [
|
||||
11,
|
||||
12
|
||||
]
|
||||
},
|
||||
"0,0": {
|
||||
"floorId": ":next",
|
||||
"stair": "downFloor"
|
||||
"floorId": "MJ7",
|
||||
"loc": [
|
||||
0,
|
||||
0
|
||||
]
|
||||
}
|
||||
},
|
||||
"beforeBattle": {},
|
||||
|
@ -19,12 +19,18 @@ main.floors.MJ7=
|
||||
"events": {},
|
||||
"changeFloor": {
|
||||
"0,0": {
|
||||
"floorId": ":before",
|
||||
"stair": "upFloor"
|
||||
"floorId": "MJ6",
|
||||
"loc": [
|
||||
0,
|
||||
0
|
||||
]
|
||||
},
|
||||
"10,12": {
|
||||
"floorId": ":next",
|
||||
"stair": "downFloor"
|
||||
"floorId": "MJ8",
|
||||
"loc": [
|
||||
10,
|
||||
12
|
||||
]
|
||||
}
|
||||
},
|
||||
"beforeBattle": {},
|
||||
|
@ -19,12 +19,18 @@ main.floors.MJ8=
|
||||
"events": {},
|
||||
"changeFloor": {
|
||||
"10,12": {
|
||||
"floorId": ":before",
|
||||
"stair": "upFloor"
|
||||
"floorId": "MJ7",
|
||||
"loc": [
|
||||
10,
|
||||
12
|
||||
]
|
||||
},
|
||||
"0,10": {
|
||||
"floorId": ":next",
|
||||
"stair": "downFloor"
|
||||
"floorId": "MJ9",
|
||||
"loc": [
|
||||
0,
|
||||
10
|
||||
]
|
||||
}
|
||||
},
|
||||
"beforeBattle": {},
|
||||
|
@ -19,8 +19,11 @@ main.floors.MJ9=
|
||||
"events": {},
|
||||
"changeFloor": {
|
||||
"0,10": {
|
||||
"floorId": ":before",
|
||||
"stair": "upFloor"
|
||||
"floorId": "MJ8",
|
||||
"loc": [
|
||||
0,
|
||||
10
|
||||
]
|
||||
},
|
||||
"11,10": {
|
||||
"floorId": "MJ10",
|
||||
|
@ -128,7 +128,84 @@ main.floors.ZH1=
|
||||
"type": "if",
|
||||
"condition": "switch:A",
|
||||
"true": [
|
||||
{
|
||||
"type": "if",
|
||||
"condition": "((!item:I421)&&(item:I723||core.hasEquip('I723')))",
|
||||
"true": [
|
||||
{
|
||||
"type": "confirm",
|
||||
"text": "确认要合成圣杯吗? (花费5000金币)",
|
||||
"yes": [
|
||||
{
|
||||
"type": "if",
|
||||
"condition": "(status:money>=5000)",
|
||||
"true": [
|
||||
{
|
||||
"type": "setValue",
|
||||
"name": "status:money",
|
||||
"operator": "-=",
|
||||
"value": "5000"
|
||||
},
|
||||
{
|
||||
"type": "if",
|
||||
"condition": "(equip:1=='I723')",
|
||||
"true": [
|
||||
{
|
||||
"type": "unloadEquip",
|
||||
"pos": 1
|
||||
}
|
||||
]
|
||||
},
|
||||
{
|
||||
"type": "if",
|
||||
"condition": "(equip:3=='I723')",
|
||||
"true": [
|
||||
{
|
||||
"type": "unloadEquip",
|
||||
"pos": 3
|
||||
}
|
||||
]
|
||||
},
|
||||
{
|
||||
"type": "setValue",
|
||||
"name": "item:I722",
|
||||
"operator": "+=",
|
||||
"value": "-1"
|
||||
},
|
||||
{
|
||||
"type": "setValue",
|
||||
"name": "item:I723",
|
||||
"operator": "+=",
|
||||
"value": "-1"
|
||||
},
|
||||
{
|
||||
"type": "setValue",
|
||||
"name": "item:I421",
|
||||
"operator": "+=",
|
||||
"value": "1"
|
||||
},
|
||||
{
|
||||
"type": "setValue",
|
||||
"name": "status:manamax",
|
||||
"value": "-1"
|
||||
}
|
||||
],
|
||||
"false": [
|
||||
{
|
||||
"type": "playSound",
|
||||
"name": "操作失败"
|
||||
},
|
||||
"你的金币不足!"
|
||||
]
|
||||
}
|
||||
],
|
||||
"no": []
|
||||
}
|
||||
],
|
||||
"false": [
|
||||
"你已经购买了此物"
|
||||
]
|
||||
}
|
||||
],
|
||||
"false": [
|
||||
"魔力卷轴,购买价格5000金币,效果:击败敌人后额外获得敌人生命值20‱再开根号的魔力值,最多50点。",
|
||||
@ -189,7 +266,84 @@ main.floors.ZH1=
|
||||
"type": "if",
|
||||
"condition": "switch:A",
|
||||
"true": [
|
||||
{
|
||||
"type": "if",
|
||||
"condition": "((!item:I421)&&item:I722)",
|
||||
"true": [
|
||||
{
|
||||
"type": "confirm",
|
||||
"text": "确认要合成圣杯吗? (花费5000金币)",
|
||||
"yes": [
|
||||
{
|
||||
"type": "if",
|
||||
"condition": "(status:money>=5000)",
|
||||
"true": [
|
||||
{
|
||||
"type": "setValue",
|
||||
"name": "status:money",
|
||||
"operator": "-=",
|
||||
"value": "5000"
|
||||
},
|
||||
{
|
||||
"type": "if",
|
||||
"condition": "(equip:1=='I723')",
|
||||
"true": [
|
||||
{
|
||||
"type": "unloadEquip",
|
||||
"pos": 1
|
||||
}
|
||||
]
|
||||
},
|
||||
{
|
||||
"type": "if",
|
||||
"condition": "(equip:3=='I723')",
|
||||
"true": [
|
||||
{
|
||||
"type": "unloadEquip",
|
||||
"pos": 3
|
||||
}
|
||||
]
|
||||
},
|
||||
{
|
||||
"type": "setValue",
|
||||
"name": "item:I722",
|
||||
"operator": "+=",
|
||||
"value": "-1"
|
||||
},
|
||||
{
|
||||
"type": "setValue",
|
||||
"name": "item:I723",
|
||||
"operator": "+=",
|
||||
"value": "-1"
|
||||
},
|
||||
{
|
||||
"type": "setValue",
|
||||
"name": "item:I421",
|
||||
"operator": "+=",
|
||||
"value": "1"
|
||||
},
|
||||
{
|
||||
"type": "setValue",
|
||||
"name": "status:manamax",
|
||||
"value": "-1"
|
||||
}
|
||||
],
|
||||
"false": [
|
||||
{
|
||||
"type": "playSound",
|
||||
"name": "操作失败"
|
||||
},
|
||||
"你的金币不足!"
|
||||
]
|
||||
}
|
||||
],
|
||||
"no": []
|
||||
}
|
||||
],
|
||||
"false": [
|
||||
"你已经购买了此物"
|
||||
]
|
||||
}
|
||||
],
|
||||
"false": [
|
||||
"生命卷轴,购买价格5000金币,效果:击败敌人后额外获得5‰最大生命值的生命。",
|
||||
|
@ -422,6 +422,7 @@ var functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a =
|
||||
if (core.hasEquip('I1116'))
|
||||
(core.status.hero.mana += 10)
|
||||
if (core.hasItem('I722')) { core.status.hero.mana += Math.min(Math.sqrt(damageInfo.mon_hp / 500), 50) }
|
||||
if (core.hasItem('I421')) { core.status.hero.mana += Math.min(damageInfo.mon_hp / 5000, 10000) }
|
||||
//回复生命值
|
||||
// 事件的处理
|
||||
var todo = [];
|
||||
@ -505,7 +506,7 @@ var functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a =
|
||||
core.playSound('宝石')
|
||||
else
|
||||
core.playSound('获得道具');
|
||||
if (core.material.items[itemId].cls == 'equips' || itemId == 'I715') core.plugin.calcEquip();
|
||||
if (core.material.items[itemId].cls == 'equips' || itemId == 'I715' || itemId == 'I421') core.plugin.calcEquip();
|
||||
var todo = [];
|
||||
// 检查该点的获得道具后事件。
|
||||
if (core.status.floorId == null) return;
|
||||
@ -915,6 +916,7 @@ var functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a =
|
||||
|
||||
if (core.getFlag('skill', 0) == 3) { damage -= hero_def * 0.5 + hero_mdef * 0.2 + 50 }
|
||||
if (core.hasEquip('I723')) { damage -= core.status.hero.hpmax / 200 }
|
||||
if (core.hasItem('I421')) { damage -= core.status.hero.hpmax / 100 }
|
||||
if (core.hasSpecial(mon_special, 28)) {
|
||||
var vampire_damage = (hero_hp - damage) / -5;
|
||||
|
||||
|
@ -343,7 +343,7 @@ var items_296f5d02_12fd_4166_a7c1_b5e830c9ee3a =
|
||||
"cls": "tools",
|
||||
"name": "炸弹",
|
||||
"text": "可以炸掉勇士面前的怪物",
|
||||
"useItemEffect": "(function () {\n\tvar bombList = []; // 炸掉的怪物坐标列表\n\tvar todo = []; // 炸弹后事件\n\tvar money = 0,\n\t\texp = 0; // 炸弹获得的金币和经验\n\n\tvar canBomb = function (x, y) {\n\t\tvar block = core.getBlock(x, y);\n\t\tif (block == null || block.disable || block.event.cls.indexOf('enemy') != 0) return false;\n\t\tvar enemy = core.material.enemys[block.event.id];\n\t\treturn enemy && !enemy.notBomb;\n\t};\n\n\tvar bomb = function (x, y) {\n\t\tif (!canBomb(x, y)) return;\n\t\tbombList.push([x, y]);\n\t\tvar id = core.getBlockId(x, y),\n\t\t\tenemy = core.material.enemys[id];\n\t\thero.money += core.getEnemyValue(enemy, 'money', x, y) || 0;\n\t\thero.exp += core.getEnemyValue(enemy, 'exp', x, y) || 0;\n\t\tcore.push(todo, core.floors[core.status.floorId].afterBattle[x + \",\" + y]);\n\t\tcore.push(todo, enemy.afterBattle);\n\t\tcore.removeBlock(x, y);\n\t\tcore.insertCommonEvent('回收钥匙商店')\n\t}\n\n\t// 如果要多方向可炸,把这里的false改成true\n\tif (false) {\n\t\tvar scan = core.utils.scan; // 多方向炸时默认四方向,如果要改成八方向炸可以改成 core.utils.scan2\n\t\tfor (var direction in scan) {\n\t\t\tvar delta = scan[direction];\n\t\t\tbomb(core.getHeroLoc('x') + delta.x, core.getHeroLoc('y') + delta.y);\n\t\t}\n\t} else {\n\t\t// 仅炸当前\n\t\tbomb(core.nextX(), core.nextY());\n\t}\n\n\tif (bombList.length == 0) {\n\t\tcore.playSound('操作失败');\n\t\tcore.drawTip('当前无法使用' + core.material.items[itemId].name, itemId);\n\t\tcore.addItem(itemId, 1);\n\t\treturn;\n\t}\n\n\tcore.playSound('炸弹');\n\tcore.drawTip(core.material.items[itemId].name + '使用成功', itemId);\n\n\n\t// 取消这里的注释可以炸弹后获得金币和经验\n\t// core.status.hero.money += money;\n\t// core.status.hero.exp += exp;\n\n\t// 取消这里的注释可以炸弹引发战后事件\n\t// if (todo.length > 0) core.insertAction(todo);\n\n})();",
|
||||
"useItemEffect": "(function () {\n\tvar bombList = []; // 炸掉的怪物坐标列表\n\tvar todo = []; // 炸弹后事件\n\tvar money = 0,\n\t\texp = 0; // 炸弹获得的金币和经验\n\n\tvar canBomb = function (x, y) {\n\t\tvar block = core.getBlock(x, y);\n\t\tif (block == null || block.disable || block.event.cls.indexOf('enemy') != 0) return false;\n\t\tvar enemy = core.material.enemys[block.event.id];\n\t\treturn enemy && !enemy.notBomb;\n\t};\n\n\tvar bomb = function (x, y) {\n\t\tif (!canBomb(x, y)) return;\n\t\tbombList.push([x, y]);\n\t\tvar id = core.getBlockId(x, y),\n\t\t\tenemy = core.material.enemys[id];\n\t\thero.money += core.getEnemyValue(enemy, 'money', x, y) || 0;\n\t\thero.exp += core.getEnemyValue(enemy, 'exp', x, y) || 0;\n\t\tcore.push(todo, core.floors[core.status.floorId].afterBattle[x + \",\" + y]);\n\t\tcore.push(todo, enemy.afterBattle);\n\t\tcore.insertCommonEvent('回收钥匙商店')\n\t\tcore.removeBlock(x, y);\n\t}\n\n\t// 如果要多方向可炸,把这里的false改成true\n\tif (false) {\n\t\tvar scan = core.utils.scan; // 多方向炸时默认四方向,如果要改成八方向炸可以改成 core.utils.scan2\n\t\tfor (var direction in scan) {\n\t\t\tvar delta = scan[direction];\n\t\t\tbomb(core.getHeroLoc('x') + delta.x, core.getHeroLoc('y') + delta.y);\n\t\t}\n\t} else {\n\t\t// 仅炸当前\n\t\tbomb(core.nextX(), core.nextY());\n\t}\n\n\tif (bombList.length == 0) {\n\t\tcore.playSound('操作失败');\n\t\tcore.drawTip('当前无法使用' + core.material.items[itemId].name, itemId);\n\t\tcore.addItem(itemId, 1);\n\t\treturn;\n\t}\n\n\tcore.playSound('炸弹');\n\tcore.drawTip(core.material.items[itemId].name + '使用成功', itemId);\n\n\n\t// 取消这里的注释可以炸弹后获得金币和经验\n\t// core.status.hero.money += money;\n\t// core.status.hero.exp += exp;\n\n\t// 取消这里的注释可以炸弹引发战后事件\n\t// if (todo.length > 0) core.insertAction(todo);\n\n})();",
|
||||
"canUseItemEffect": "true"
|
||||
},
|
||||
"centerFly": {
|
||||
@ -1177,9 +1177,10 @@ var items_296f5d02_12fd_4166_a7c1_b5e830c9ee3a =
|
||||
"canUseItemEffect": "true"
|
||||
},
|
||||
"I421": {
|
||||
"cls": "items",
|
||||
"name": "新物品",
|
||||
"canUseItemEffect": "true"
|
||||
"cls": "constants",
|
||||
"name": "圣杯",
|
||||
"canUseItemEffect": "true",
|
||||
"text": "一个非常咸鱼的杯子。持有此杯战斗后回复最大生命值的1%,并在战后回复怪物生命1/5000的魔力,最多回复10000点。持有此杯后计分减少100000。"
|
||||
},
|
||||
"I422": {
|
||||
"cls": "tools",
|
||||
|
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Loading…
Reference in New Issue
Block a user