532 lines
22 KiB
JavaScript
532 lines
22 KiB
JavaScript
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var items_296f5d02_12fd_4166_a7c1_b5e830c9ee3a =
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{
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"yellowKey": {
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"cls": "tools",
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"name": "黄钥匙",
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"text": "可以打开一扇黄门",
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"hideInToolbox": true
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},
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"blueKey": {
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"cls": "tools",
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"name": "蓝钥匙",
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"text": "可以打开一扇蓝门",
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"hideInToolbox": true
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},
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"redKey": {
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"cls": "tools",
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"name": "红钥匙",
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"text": "可以打开一扇红门",
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"hideInToolbox": true
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},
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"redGem": {
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"cls": "items",
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"name": "红宝石",
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"text": "攻击+${core.values.redGem}",
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"itemEffect": "core.status.hero.atk += core.values.redGem * core.status.thisMap.ratio",
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"itemEffectTip": ",攻击+${core.values.redGem * core.status.thisMap.ratio}",
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"useItemEffect": "core.status.hero.atk += core.values.redGem",
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"canUseItemEffect": "true"
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},
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"blueGem": {
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"cls": "items",
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"name": "蓝宝石",
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"text": ",防御+${core.values.blueGem}",
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"itemEffect": "core.status.hero.def += core.values.blueGem * core.status.thisMap.ratio",
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"itemEffectTip": ",防御+${core.values.blueGem * core.status.thisMap.ratio}",
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"useItemEffect": "core.status.hero.def += core.values.blueGem",
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"canUseItemEffect": "true"
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},
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"greenGem": {
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"cls": "items",
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"name": "绿宝石",
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"text": ",护盾+${core.values.greenGem}",
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"itemEffect": "core.status.hero.mdef += core.values.greenGem * core.status.thisMap.ratio",
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"itemEffectTip": ",护盾+${core.values.greenGem * core.status.thisMap.ratio}",
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"useItemEffect": "core.status.hero.mdef += core.values.greenGem",
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"canUseItemEffect": "true"
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},
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"yellowGem": {
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"cls": "items",
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"name": "黄宝石",
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"text": "可以进行加点",
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"itemEffect": "core.status.hero.hp+=1000;core.status.hero.atk+=6;core.status.hero.def+=6;core.status.hero.mdef+=10;",
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"itemEffectTip": ",全属性提升",
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"useItemEvent": [
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{
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"type": "choices",
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"choices": [
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{
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"text": "攻击+1",
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"action": [
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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": "1"
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}
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]
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},
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{
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"text": "防御+2",
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"action": [
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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": "2"
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}
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]
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},
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{
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"text": "生命+200",
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"action": [
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{
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"type": "setValue",
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"name": "status:hp",
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"operator": "+=",
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"value": "200"
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}
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]
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}
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]
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}
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],
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"canUseItemEffect": "true"
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},
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"redPotion": {
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"cls": "items",
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"name": "红血瓶",
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"text": ",生命+${core.values.redPotion}",
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"itemEffect": "core.status.hero.hp += core.values.redPotion * core.status.thisMap.ratio",
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"itemEffectTip": ",生命+${core.values.redPotion * core.status.thisMap.ratio}",
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"useItemEffect": "core.status.hero.hp += core.values.redPotion",
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"canUseItemEffect": "true"
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},
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"bluePotion": {
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"cls": "items",
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"name": "蓝血瓶",
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"text": ",生命+${core.values.bluePotion}",
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"itemEffect": "core.status.hero.hp += core.values.bluePotion * core.status.thisMap.ratio",
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"itemEffectTip": ",生命+${core.values.bluePotion * core.status.thisMap.ratio}",
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"useItemEffect": "core.status.hero.hp += core.values.bluePotion",
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"canUseItemEffect": "true"
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},
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"yellowPotion": {
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"cls": "items",
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"name": "黄血瓶",
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"text": ",生命+${core.values.yellowPotion}",
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"itemEffect": "core.status.hero.hp += core.values.yellowPotion * core.status.thisMap.ratio",
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"itemEffectTip": ",生命+${core.values.yellowPotion * core.status.thisMap.ratio}",
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"useItemEffect": "core.status.hero.hp += core.values.yellowPotion",
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"canUseItemEffect": "true"
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},
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"greenPotion": {
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"cls": "items",
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"name": "绿血瓶",
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"text": ",生命+${core.values.greenPotion}",
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"itemEffect": "core.status.hero.hp += core.values.greenPotion * core.status.thisMap.ratio",
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"itemEffectTip": ",生命+${core.values.greenPotion * core.status.thisMap.ratio}",
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"useItemEffect": "core.status.hero.hp += core.values.greenPotion",
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"canUseItemEffect": "true"
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},
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"sword0": {
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"cls": "items",
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"name": "破旧的剑",
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"text": "一把已经生锈的剑",
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"equip": {
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"type": 0,
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"animate": "sword",
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"value": {
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"atk": 0
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}
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},
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"itemEffect": "core.status.hero.atk += 0",
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"itemEffectTip": ",攻击+0"
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},
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"sword1": {
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"cls": "items",
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"name": "铁剑",
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"text": "一把很普通的铁剑",
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"equip": {
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"type": 0,
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"animate": "sword",
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"value": {
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"atk": 10
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}
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},
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"itemEffect": "core.status.hero.atk += 10",
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"itemEffectTip": ",攻击+10"
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},
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"sword2": {
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"cls": "items",
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"name": "银剑",
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"text": "一把很普通的银剑",
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"equip": {
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"type": 0,
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"animate": "sword",
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"value": {
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"atk": 20
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}
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},
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"itemEffect": "core.status.hero.atk += 20",
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"itemEffectTip": ",攻击+20"
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},
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"sword3": {
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"cls": "items",
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"name": "骑士剑",
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"text": "一把很普通的骑士剑",
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"equip": {
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"type": 0,
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"animate": "sword",
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"value": {
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"atk": 40
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}
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},
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"itemEffect": "core.status.hero.atk += 40",
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"itemEffectTip": ",攻击+40"
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},
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"sword4": {
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"cls": "items",
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"name": "圣剑",
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"text": "一把很普通的圣剑",
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"equip": {
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"type": 0,
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"animate": "sword",
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"value": {
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"atk": 80
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}
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},
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"itemEffect": "core.status.hero.atk += 80",
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"itemEffectTip": ",攻击+80"
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},
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"sword5": {
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"cls": "items",
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"name": "神圣剑",
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"text": "一把很普通的神圣剑",
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"equip": {
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"type": 0,
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"animate": "sword",
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"value": {
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"atk": 160
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}
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},
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"itemEffect": "core.status.hero.atk += 100",
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"itemEffectTip": ",攻击+100"
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},
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"shield0": {
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"cls": "items",
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"name": "破旧的盾",
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"text": "一个很破旧的铁盾",
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"equip": {
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"type": 1,
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"value": {
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"def": 0
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}
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},
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"itemEffect": "core.status.hero.def += 0",
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"itemEffectTip": ",防御+0"
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},
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"shield1": {
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"cls": "items",
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"name": "铁盾",
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"text": "一个很普通的铁盾",
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"equip": {
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"type": 1,
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"value": {
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"def": 10
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}
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},
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"itemEffect": "core.status.hero.def += 10",
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"itemEffectTip": ",防御+10"
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},
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"shield2": {
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"cls": "items",
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"name": "银盾",
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"text": "一个很普通的银盾",
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"equip": {
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"type": 1,
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"value": {
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"def": 20
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}
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},
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"itemEffect": "core.status.hero.def += 20",
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"itemEffectTip": ",防御+20"
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},
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"shield3": {
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"cls": "items",
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"name": "骑士盾",
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"text": "一个很普通的骑士盾",
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"equip": {
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"type": 1,
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"value": {
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"def": 40
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}
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},
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"itemEffect": "core.status.hero.def += 40",
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"itemEffectTip": ",防御+40"
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},
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"shield4": {
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"cls": "items",
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"name": "圣盾",
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"text": "一个很普通的圣盾",
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"equip": {
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"type": 1,
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"value": {
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"def": 80
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}
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},
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"itemEffect": "core.status.hero.def += 80",
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"itemEffectTip": ",防御+80"
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},
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"shield5": {
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"cls": "items",
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"name": "神圣盾",
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"text": "一个很普通的神圣盾",
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"equip": {
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"type": 1,
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"value": {
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"def": 100,
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"mdef": 100
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}
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},
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"itemEffect": "core.status.hero.def += 100;core.status.hero.mdef += 100",
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"itemEffectTip": ",防御+100,护盾+100"
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},
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"superPotion": {
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"cls": "items",
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"name": "圣水",
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"itemEffect": "core.status.hero.hp *= 2",
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"itemEffectTip": ",生命值翻倍",
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"useItemEffect": "core.status.hero.hp *= 2;core.playSound('回血');",
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"canUseItemEffect": "true",
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"text": "生命值翻倍"
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},
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"book": {
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"cls": "constants",
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"name": "怪物手册",
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"text": "可以查看当前楼层各怪物属性",
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"hideInToolbox": true,
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"useItemEffect": "core.ui.drawBook(0);",
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"canUseItemEffect": "true"
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},
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"fly": {
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"cls": "constants",
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"name": "楼层传送器",
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"text": "可以自由往来去过的楼层",
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"hideInReplay": true,
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"hideInToolbox": true,
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"useItemEffect": "core.ui.drawFly(core.floorIds.indexOf(core.status.floorId));",
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"canUseItemEffect": "(function () {\n\tif (core.flags.flyNearStair && !core.nearStair()) return false;\n\treturn core.status.maps[core.status.floorId].canFlyFrom;\n})();"
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},
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"coin": {
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"cls": "constants",
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"name": "幸运金币",
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"text": "持有时打败怪物可得双倍金币"
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},
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"freezeBadge": {
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"cls": "constants",
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"name": "冰冻徽章",
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"text": "可以将面前的熔岩变成平地",
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"useItemEffect": "(function () {\n\tvar success = false;\n\n\tvar snowFourDirections = false; // 是否多方向雪花;如果是将其改成true\n\tif (snowFourDirections) {\n\t\t// 多方向雪花\n\t\tfor (var direction in core.utils.scan) { // 多方向雪花默认四方向,如需改为八方向请将这两个scan改为scan2\n\t\t\tvar delta = core.utils.scan[direction];\n\t\t\tvar nx = core.getHeroLoc('x') + delta.x,\n\t\t\t\tny = core.getHeroLoc('y') + delta.y;\n\t\t\tif (core.getBlockId(nx, ny) == 'lava') {\n\t\t\t\tcore.removeBlock(nx, ny);\n\t\t\t\tsuccess = true;\n\t\t\t}\n\t\t}\n\t} else {\n\t\tif (core.getBlockId(core.nextX(), core.nextY()) == 'lava') {\n\t\t\tcore.removeBlock(core.nextX(), core.nextY());\n\t\t\tsuccess = true;\n\t\t}\n\t}\n\n\tif (success) {\n\t\tcore.playSound('打开界面');\n\t\tcore.drawTip(core.material.items[itemId].name + '使用成功', itemId);\n\t} else {\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})();",
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"canUseItemEffect": "true"
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},
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"cross": {
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"cls": "constants",
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"name": "十字架",
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"text": "持有后无视怪物的无敌属性"
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},
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"dagger": {
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"cls": "constants",
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"name": "屠龙匕首",
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"text": "该道具尚未被定义"
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},
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"amulet": {
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"cls": "constants",
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"name": "护符",
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"text": "持有时无视负面地形"
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},
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"bigKey": {
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"cls": "tools",
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"name": "大黄门钥匙",
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"text": "可以开启当前层所有黄门",
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"itemEffect": "core.addItem('yellowKey', 1);\ncore.addItem('blueKey', 1);\ncore.addItem('redKey', 1);",
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"itemEffectTip": ",全钥匙+1",
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"useItemEffect": "(function () {\n\tvar actions = core.searchBlock(\"yellowDoor\").map(function (block) {\n\t\treturn { \"type\": \"openDoor\", \"loc\": [block.x, block.y], \"async\": true };\n\t});\n\tactions.push({ \"type\": \"waitAsync\" });\n\tactions.push({ \"type\": \"tip\", \"text\": core.material.items[itemId].name + \"使用成功\" });\n\tcore.insertAction(actions);\n})();",
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"canUseItemEffect": "(function () {\n\treturn core.searchBlock('yellowDoor').length > 0;\n})();"
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},
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"greenKey": {
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"cls": "tools",
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"name": "绿钥匙",
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|||
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"text": "可以打开一扇绿门"
|
|||
|
},
|
|||
|
"steelKey": {
|
|||
|
"cls": "tools",
|
|||
|
"name": "铁门钥匙",
|
|||
|
"text": "可以打开一扇铁门"
|
|||
|
},
|
|||
|
"pickaxe": {
|
|||
|
"cls": "tools",
|
|||
|
"name": "破墙镐",
|
|||
|
"text": "可以破坏勇士面前的墙",
|
|||
|
"useItemEffect": "(function () {\n\tvar canBreak = function (x, y) {\n\t\tvar block = core.getBlock(x, y);\n\t\tif (block == null || block.disable) return false;\n\t\treturn block.event.canBreak;\n\t};\n\n\tvar success = false;\n\tvar pickaxeFourDirections = false; // 是否多方向破;如果是将其改成true\n\tif (pickaxeFourDirections) {\n\t\t// 多方向破\n\t\tfor (var direction in core.utils.scan) { // 多方向破默认四方向,如需改成八方向请将这两个scan改为scan2\n\t\t\tvar delta = core.utils.scan[direction];\n\t\t\tvar nx = core.getHeroLoc('x') + delta.x,\n\t\t\t\tny = core.getHeroLoc('y') + delta.y;\n\t\t\tif (canBreak(nx, ny)) {\n\t\t\t\tcore.removeBlock(nx, ny);\n\t\t\t\tsuccess = true;\n\t\t\t}\n\t\t}\n\t} else {\n\t\t// 仅破当前\n\t\tif (canBreak(core.nextX(), core.nextY())) {\n\t\t\tcore.removeBlock(core.nextX(), core.nextY());\n\t\t\tsuccess = true;\n\t\t}\n\t}\n\n\tif (success) {\n\t\tcore.playSound('破墙镐');\n\t\tcore.drawTip(core.material.items[itemId].name + '使用成功', itemId);\n\t} else {\n\t\t// 无法使用\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})();",
|
|||
|
"canUseItemEffect": "true"
|
|||
|
},
|
|||
|
"icePickaxe": {
|
|||
|
"cls": "tools",
|
|||
|
"name": "破冰镐",
|
|||
|
"text": "可以破坏勇士面前的一堵冰墙",
|
|||
|
"useItemEffect": "(function () {\n\tcore.drawTip(core.material.items[itemId].name + '使用成功', itemId);\n\tcore.insertAction({ \"type\": \"openDoor\", \"loc\": [\"core.nextX()\", \"core.nextY()\"] });\n})();",
|
|||
|
"canUseItemEffect": "(function () {\n\treturn core.getBlockId(core.nextX(), core.nextY()) == 'ice';\n})();"
|
|||
|
},
|
|||
|
"bomb": {
|
|||
|
"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\tmoney += core.getEnemyValue(enemy, 'money', x, y) || 0;\n\t\texp += 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}\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\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": {
|
|||
|
"cls": "tools",
|
|||
|
"name": "中心对称飞行器",
|
|||
|
"text": "可以飞向当前楼层中心对称的位置",
|
|||
|
"useItemEffect": "core.playSound('centerFly.mp3');\ncore.clearMap('hero');\ncore.setHeroLoc('x', core.bigmap.width - 1 - core.getHeroLoc('x'));\ncore.setHeroLoc('y', core.bigmap.height - 1 - core.getHeroLoc('y'));\ncore.drawHero();\ncore.drawTip(core.material.items[itemId].name + '使用成功');",
|
|||
|
"canUseItemEffect": "(function () {\n\tvar toX = core.bigmap.width - 1 - core.getHeroLoc('x'),\n\t\ttoY = core.bigmap.height - 1 - core.getHeroLoc('y');\n\tvar id = core.getBlockId(toX, toY);\n\treturn id == null;\n})();"
|
|||
|
},
|
|||
|
"upFly": {
|
|||
|
"cls": "tools",
|
|||
|
"name": "上楼器",
|
|||
|
"text": "可以飞往楼上的相同位置",
|
|||
|
"useItemEffect": "(function () {\n\tvar floorId = core.floorIds[core.floorIds.indexOf(core.status.floorId) + 1];\n\tif (core.status.event.id == 'action') {\n\t\tcore.insertAction([\n\t\t\t{ \"type\": \"changeFloor\", \"loc\": [core.getHeroLoc('x'), core.getHeroLoc('y')], \"floorId\": floorId },\n\t\t\t{ \"type\": \"tip\", \"text\": core.material.items[itemId].name + '使用成功' }\n\t\t]);\n\t} else {\n\t\tcore.changeFloor(floorId, null, core.status.hero.loc, null, function () {\n\t\t\tcore.drawTip(core.material.items[itemId].name + '使用成功');\n\t\t\tcore.replay();\n\t\t});\n\t}\n})();",
|
|||
|
"canUseItemEffect": "(function () {\n\tvar floorId = core.status.floorId,\n\t\tindex = core.floorIds.indexOf(floorId);\n\tif (index < core.floorIds.length - 1) {\n\t\tvar toId = core.floorIds[index + 1],\n\t\t\ttoX = core.getHeroLoc('x'),\n\t\t\ttoY = core.getHeroLoc('y');\n\t\tvar mw = core.floors[toId].width,\n\t\t\tmh = core.floors[toId].height;\n\t\tif (toX >= 0 && toX < mw && toY >= 0 && toY < mh && core.getBlock(toX, toY, toId) == null) {\n\t\t\treturn true;\n\t\t}\n\t}\n\treturn false;\n})();"
|
|||
|
},
|
|||
|
"downFly": {
|
|||
|
"cls": "tools",
|
|||
|
"name": "下楼器",
|
|||
|
"text": "可以飞往楼下的相同位置",
|
|||
|
"useItemEffect": "(function () {\n\tvar floorId = core.floorIds[core.floorIds.indexOf(core.status.floorId) - 1];\n\tif (core.status.event.id == 'action') {\n\t\tcore.insertAction([\n\t\t\t{ \"type\": \"changeFloor\", \"loc\": [core.getHeroLoc('x'), core.getHeroLoc('y')], \"floorId\": floorId },\n\t\t\t{ \"type\": \"tip\", \"text\": core.material.items[itemId].name + '使用成功' }\n\t\t]);\n\t} else {\n\t\tcore.changeFloor(floorId, null, core.status.hero.loc, null, function () {\n\t\t\tcore.drawTip(core.material.items[itemId].name + '使用成功');\n\t\t\tcore.replay();\n\t\t});\n\t}\n})();",
|
|||
|
"canUseItemEffect": "(function () {\n\tvar floorId = core.status.floorId,\n\t\tindex = core.floorIds.indexOf(floorId);\n\tif (index > 0) {\n\t\tvar toId = core.floorIds[index - 1],\n\t\t\ttoX = core.getHeroLoc('x'),\n\t\t\ttoY = core.getHeroLoc('y');\n\t\tvar mw = core.floors[toId].width,\n\t\t\tmh = core.floors[toId].height;\n\t\tif (toX >= 0 && toX < mw && toY >= 0 && toY < mh && core.getBlock(toX, toY, toId) == null) {\n\t\t\treturn true;\n\t\t}\n\t}\n\treturn false;\n})();"
|
|||
|
},
|
|||
|
"earthquake": {
|
|||
|
"cls": "tools",
|
|||
|
"name": "地震卷轴",
|
|||
|
"text": "可以破坏当前层的所有墙",
|
|||
|
"useItemEffect": "(function () {\n\tvar indexes = [];\n\tfor (var index in core.status.thisMap.blocks) {\n\t\tvar block = core.status.thisMap.blocks[index];\n\t\tif (!block.disable && block.event.canBreak) {\n\t\t\tindexes.push(index);\n\t\t}\n\t}\n\tcore.removeBlockByIndexes(indexes);\n\tcore.redrawMap();\n\tcore.playSound('炸弹');\n\tcore.drawTip(core.material.items[itemId].name + '使用成功');\n})();",
|
|||
|
"canUseItemEffect": "(function () {\n\treturn core.status.thisMap.blocks.filter(function (block) {\n\t\treturn !block.disable && block.event.canBreak;\n\t}).length > 0;\n})();"
|
|||
|
},
|
|||
|
"poisonWine": {
|
|||
|
"cls": "tools",
|
|||
|
"name": "解毒药水",
|
|||
|
"text": "可以解除中毒状态",
|
|||
|
"useItemEffect": "core.triggerDebuff('remove', 'poison');",
|
|||
|
"canUseItemEffect": "core.hasFlag('poison');"
|
|||
|
},
|
|||
|
"weakWine": {
|
|||
|
"cls": "tools",
|
|||
|
"name": "解衰药水",
|
|||
|
"text": "可以解除衰弱状态",
|
|||
|
"useItemEffect": "core.triggerDebuff('remove', 'weak');",
|
|||
|
"canUseItemEffect": "core.hasFlag('weak');"
|
|||
|
},
|
|||
|
"curseWine": {
|
|||
|
"cls": "tools",
|
|||
|
"name": "解咒药水",
|
|||
|
"text": "可以解除诅咒状态",
|
|||
|
"useItemEffect": "core.triggerDebuff('remove', 'curse');",
|
|||
|
"canUseItemEffect": "core.hasFlag('curse');"
|
|||
|
},
|
|||
|
"superWine": {
|
|||
|
"cls": "tools",
|
|||
|
"name": "万能药水",
|
|||
|
"text": "可以解除所有不良状态",
|
|||
|
"useItemEffect": "core.triggerDebuff('remove', ['poison', 'weak', 'curse']);",
|
|||
|
"canUseItemEffect": "(function() {\n\treturn core.hasFlag('poison') || core.hasFlag('weak') || core.hasFlag('curse');\n})();"
|
|||
|
},
|
|||
|
"hammer": {
|
|||
|
"cls": "tools",
|
|||
|
"name": "圣锤",
|
|||
|
"text": "该道具尚未被定义"
|
|||
|
},
|
|||
|
"lifeWand": {
|
|||
|
"cls": "tools",
|
|||
|
"name": "生命魔杖",
|
|||
|
"text": "可以恢复100点生命值",
|
|||
|
"useItemEvent": [
|
|||
|
{
|
|||
|
"type": "comment",
|
|||
|
"text": "先恢复一个魔杖(因为使用道具必须消耗一个)"
|
|||
|
},
|
|||
|
{
|
|||
|
"type": "function",
|
|||
|
"function": "function(){\ncore.addItem('lifeWand', 1);\n}"
|
|||
|
},
|
|||
|
{
|
|||
|
"type": "playSound",
|
|||
|
"name": "打开界面"
|
|||
|
},
|
|||
|
{
|
|||
|
"type": "input",
|
|||
|
"text": "请输入生命魔杖使用次数:(0-${item:lifeWand})"
|
|||
|
},
|
|||
|
{
|
|||
|
"type": "comment",
|
|||
|
"text": "【接受用户输入】弹窗输入的结果将会保存在“flag:input”中\n如果需要更多帮助,请查阅帮助文档"
|
|||
|
},
|
|||
|
{
|
|||
|
"type": "if",
|
|||
|
"condition": "flag:input<=item:lifeWand",
|
|||
|
"true": [
|
|||
|
{
|
|||
|
"type": "setValue",
|
|||
|
"name": "item:lifeWand",
|
|||
|
"operator": "-=",
|
|||
|
"value": "flag:input"
|
|||
|
},
|
|||
|
{
|
|||
|
"type": "setValue",
|
|||
|
"name": "status:hp",
|
|||
|
"operator": "+=",
|
|||
|
"value": "flag:input*100"
|
|||
|
},
|
|||
|
{
|
|||
|
"type": "playSound",
|
|||
|
"name": "回血"
|
|||
|
},
|
|||
|
"成功使用${flag:input}次生命魔杖,恢复${flag:input*100}点生命。"
|
|||
|
],
|
|||
|
"false": [
|
|||
|
{
|
|||
|
"type": "playSound",
|
|||
|
"name": "操作失败"
|
|||
|
},
|
|||
|
"输入不合法!"
|
|||
|
]
|
|||
|
}
|
|||
|
],
|
|||
|
"canUseItemEffect": "true"
|
|||
|
},
|
|||
|
"jumpShoes": {
|
|||
|
"cls": "tools",
|
|||
|
"name": "跳跃靴",
|
|||
|
"text": "能跳跃到前方两格处",
|
|||
|
"useItemEffect": "core.playSound(\"跳跃\");\ncore.insertAction({ \"type\": \"jumpHero\", \"loc\": [core.nextX(2), core.nextY(2)] });",
|
|||
|
"canUseItemEffect": "(function () {\n\tvar nx = core.nextX(2),\n\t\tny = core.nextY(2);\n\treturn nx >= 0 && nx < core.bigmap.width && ny >= 0 && ny < core.bigmap.height && core.getBlockId(nx, ny) == null;\n})();"
|
|||
|
},
|
|||
|
"skill1": {
|
|||
|
"cls": "constants",
|
|||
|
"name": "技能:二倍斩",
|
|||
|
"text": "可以打开或关闭主动技能二倍斩",
|
|||
|
"hideInReplay": true,
|
|||
|
"useItemEffect": "(function () {\n\tvar skillValue = 1; // 技能的flag:skill值,可用于当前开启技能的判定;对于新技能可以依次改成2,3等等\n\tvar skillNeed = 5; // 技能的需求\n\tvar skillName = '二倍斩'; // 技能的名称\n\n\tif (core.getFlag('skill', 0) != skillValue) { // 判断当前是否已经开了技能\n\t\tif (core.getStatus('mana') >= skillNeed) { // 这里要写当前能否开技能的条件判断,比如魔力值至少要多少\n\t\t\tcore.playSound('打开界面');\n\t\t\tcore.setFlag('skill', skillValue); // 开技能1\n\t\t\tcore.setFlag('skillName', skillName); // 设置技能名\n\t\t} else {\n\t\t\tcore.playSound('操作失败');\n\t\t\tcore.drawTip('魔力不足,无法开启技能');\n\t\t}\n\t} else { // 关闭技能\n\t\tcore.setFlag('skill', 0); // 关闭技能状态\n\t\tcore.setFlag('skillName', '无');\n\t}\n})();",
|
|||
|
"canUseItemEffect": "true"
|
|||
|
},
|
|||
|
"wand": {
|
|||
|
"cls": "items",
|
|||
|
"name": "新物品"
|
|||
|
},
|
|||
|
"pack": {
|
|||
|
"cls": "items",
|
|||
|
"name": "钱袋",
|
|||
|
"itemEffect": "core.status.hero.money += 500",
|
|||
|
"itemEffectTip": ",金币+500"
|
|||
|
}
|
|||
|
}
|