修改怪物特殊属性描述与RM一致,修改特殊属性颜色显示
怪物手册背景和道具栏手册背景用动态创建画布绘制 并且用winskin光标代替原本的边框 并且关闭手册道具栏的closePanel函数中新增三项删除这些显示 此外修改了怪物手册的显示风格,更贴近RM 修改的位置添加了注释
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@ -487,41 +487,41 @@ var functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a =
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},
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"enemys": {
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"getSpecials": function () {
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// 获得怪物的特殊属性,每一行定义一个特殊属性。
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// 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
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// 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
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// 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)
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// 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
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return [
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[1, "先攻", "怪物首先攻击", "#ffcc33"],
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[2, "魔攻", "怪物无视角色的防御", "#bbb0ff"],
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[3, "坚固", "怪物防御不小于角色攻击-1", "#c0b088"],
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[4, "2连击", "怪物每回合攻击2次", "#ffee77"],
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[5, "3连击", "怪物每回合攻击3次", "#ffee77"],
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[6, function (enemy) { return (enemy.n || '') + "连击"; }, function (enemy) { return "怪物每回合攻击" + (enemy.n || 4) + "次"; }, "#ffee77"],
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[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"],
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[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"],
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[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"],
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[10, "模仿", "怪物的攻防和角色攻防相等", "#b0c0dd"],
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[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"],
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[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"],
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[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"],
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[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"],
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[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"],
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[16, "夹击", "经过两只相同的怪物中间,角色生命值变成一半", "#bb99ee"],
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[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"],
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[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"],
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[19, "自爆", "战斗后角色的生命值变成1", "#ff6666"],
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[20, "无敌", "角色无法打败怪物,除非拥有十字架", "#aaaaaa"],
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[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"; }],
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[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"],
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[23, "重生", "怪物被击败后,角色转换楼层则怪物将再次出现", "#a0e0ff"],
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[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"],
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[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],
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[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],
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[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"]
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];
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},
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// 获得怪物的特殊属性,每一行定义一个特殊属性。
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// 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
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// 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
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// 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)
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// 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
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return [
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[1, "先攻", "怪物率先攻击", "#e5de0d"],
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[2, "魔攻", "怪物攻击无视基础防御", "#ffc080"],
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[3, "坚固", "怪物防御小于勇士攻击时,怪物防御=勇士攻击-1", "#c0c0c0"],
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[4, "2连击", "每回合怪物2次攻击", "#ffff80"],
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[5, "3连击", "每回合怪物3次攻击", "#ffff80"],
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[6, function (enemy) { return (enemy.n || '') + "连击"; }, function (enemy) { return "怪物每回合攻击" + (enemy.n || 4) + "次"; }, "#ffee77"],
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[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"],
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[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"],
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[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"],
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[10, "模仿", "怪物的攻防和角色攻防相等", "#b0c0dd"],
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[11, "吸血", function (enemy) { return "优先扣掉玩家" + Math.floor(100 * enemy.vampire || 0) + "%生命(约" + Math.floor((enemy.vampire || 0) * core.getStatus('hp')) + "点)" + (enemy.add ? ",并把伤害数值加到自身生命上" : ""); }, "#ff8080"],
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[12, "中毒", "每走一步会损失15点生命值", "#80ff80"],
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[13, "衰弱", "勇士攻防降低" + (core.values.weakValue >= 1 ? core.values.weakValue + "点" : parseInt(core.values.weakValue * 100) + "%"), "#fb7ff8"],
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[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"],
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[15, "领域", function (enemy) { return "靠近怪物时受到伤害" + (enemy.zone || 0) + "点"; }, "#ff32c8"],
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[16, "夹击", "经过两只相同的怪物中间,角色生命值变成一半", "#bb99ee"],
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[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"],
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[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"],
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[19, "自爆", "战斗后角色的生命值变成1", "#ff6666"],
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[20, "无敌", "角色无法打败怪物,除非拥有十字架", "#aaaaaa"],
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[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"; }],
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[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"],
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[23, "重生", "怪物被击败后,角色转换楼层则怪物将再次出现", "#a0e0ff"],
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[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"],
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[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],
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[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],
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[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"]
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];
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},
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"getEnemyInfo": function (enemy, hero, x, y, floorId) {
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// 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
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// 例如:坚固、模仿、仿攻等等
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@ -451,47 +451,47 @@ var plugins_bb40132b_638b_4a9f_b028_d3fe47acc8d1 =
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var selection = y - topIndex;
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core.status.event.selection = selection;
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switch (selection) {
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case 0:
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core.status.event.selection = 0;
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core.playSound('确定');
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core.ui._drawSwitchs();
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break;
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case 1:
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// core.playSound('确定');
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core.ui._drawKeyBoard();
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break;
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case 2:
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// core.playSound('确定');
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core.clearUI();
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core.ui._drawViewMaps();
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break;
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case 3:
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core.status.event.selection = 0;
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core.playSound('确定');
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core.ui._drawNotes();
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break;
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case 4:
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core.status.event.selection = 0;
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core.playSound('确定');
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core.ui._drawSyncSave();
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break;
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case 5:
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core.status.event.selection = 0;
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core.playSound('确定');
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core.ui._drawGameInfo();
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break;
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case 6:
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return core.confirmRestart();
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case 7:
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core.playSound('取消');
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core.ui.closePanel();
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break;
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case 8:
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core.playSound('确定');
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core.setFlag("itemDetail", !core.getFlag("itemDetail"));
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core.getItemDetail();
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core.ui.closePanel();
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break;
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case 0:
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core.status.event.selection = 0;
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core.playSound('确定');
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core.ui._drawSwitchs();
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break;
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case 1:
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// core.playSound('确定');
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core.ui._drawKeyBoard();
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break;
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case 2:
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// core.playSound('确定');
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core.clearUI();
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core.ui._drawViewMaps();
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break;
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case 3:
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core.status.event.selection = 0;
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core.playSound('确定');
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core.ui._drawNotes();
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break;
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case 4:
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core.status.event.selection = 0;
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core.playSound('确定');
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core.ui._drawSyncSave();
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break;
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case 5:
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core.status.event.selection = 0;
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core.playSound('确定');
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core.ui._drawGameInfo();
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break;
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case 6:
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return core.confirmRestart();
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case 7:
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core.playSound('取消');
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core.ui.closePanel();
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break;
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case 8:
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core.playSound('确定');
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core.setFlag("itemDetail", !core.getFlag("itemDetail"));
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core.getItemDetail();
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core.ui.closePanel();
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break;
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}
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}
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return;
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@ -514,13 +514,13 @@ var plugins_bb40132b_638b_4a9f_b028_d3fe47acc8d1 =
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var hint = core.material.items[id].text || "该道具暂无描述";
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try {
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hint = core.replaceText(hint);
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} catch (e) { }
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} catch (e) {}
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if (!core.status.event.id || core.status.event.id == 'action') {
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core.insertAction("\t[" + core.material.items[id].name + "," + id + "]\b[center]" + hint + "\n"
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+ (id.endsWith('Key') ? "(钥匙类道具,遇到对应的门时自动打开)"
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: itemCls == 'tools' ? "(消耗类道具,请按T在道具栏使用)"
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: itemCls == 'constants' ? "(永久类道具,请按T在道具栏使用)"
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: itemCls == 'equips' ? "(装备类道具,请按Q在装备栏进行装备)" : ""));
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core.insertAction("\t[" + core.material.items[id].name + "," + id + "]\b[center]" + hint + "\n" +
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(id.endsWith('Key') ? "(钥匙类道具,遇到对应的门时自动打开)" :
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itemCls == 'tools' ? "(消耗类道具,请按T在道具栏使用)" :
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itemCls == 'constants' ? "(永久类道具,请按T在道具栏使用)" :
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itemCls == 'equips' ? "(装备类道具,请按Q在装备栏进行装备)" : ""));
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}
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itemHint.push(id);
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}
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@ -537,8 +537,7 @@ var plugins_bb40132b_638b_4a9f_b028_d3fe47acc8d1 =
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if (damage == null) {
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damage = "???";
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color = '#FF2222';
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}
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else {
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} else {
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if (damage < 0) color = '#11FF11';
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else if (damage == 0) color = '#FFFFFF';
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else if (damage < core.status.hero.hp / 3) color = '#FFFF00';
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@ -562,10 +561,325 @@ var plugins_bb40132b_638b_4a9f_b028_d3fe47acc8d1 =
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}
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core.ui._drawBook_drawBackground = function () {
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core.setAlpha('ui', 1);
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core.setFillStyle('ui', '#000000');
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core.fillRect('ui', 0, 0, core._PX_, core._PY_);
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core.drawWindowSkin('winskin.png', 'ui', 0, 0, core._PX_, core._PY_);
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//core.setFillStyle('ui', '#000000');
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//core.fillRect('ui', 0, 0, core._PX_, core._PY_);删除绘制的黑底
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core.createCanvas('bookBg', 0, 0, 480, 480, 138); ///创建一个动态画布用于绘制手册bg
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core.drawWindowSkin('winskin.png', 'bookBg', 0, 0, core._PX_, core._PY_);
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}
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ui.prototype._drawBook_drawOne = function (floorId, index, enemy, pageinfo, selected) {
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var top = pageinfo.per_height * index + pageinfo.padding_top; // 最上面margin默认是12px
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enemy.floorId = floorId;
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// 横向规划:
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// 22 + 42 = 64 是头像框
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this._drawBook_drawBox(index, enemy, top, pageinfo);
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var left = 64,
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total_width = core._PX_ - left;
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var name_width = total_width * 10 / 35;
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this._drawBook_drawName(index, enemy, top, left, name_width);
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this._drawBook_drawContent(index, enemy, top, left + name_width);
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if (selected)
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core.drawUIEventSelector(1, 'winskin.png', 10, top + 1, core._PX_ - 10 * 2, pageinfo.per_height, 139); ////绘制光标
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//core.strokeRoundRect('ui', 10, top + 1, core._PX_ - 10 * 2, pageinfo.per_height, 10, core.status.globalAttribute.selectColor);取消原本的黄色框框
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}
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ui.prototype._drawBook_drawBox = function (index, enemy, top, pageinfo) {
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// 横向:22+42;纵向:10 + 42 + 10(正好居中);内部图像 32x32
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var border_top = top + (pageinfo.per_height - 42) / 2,
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border_left = 22;
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var img_top = border_top + 5,
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img_left = border_left + 5;
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||||
//core.strokeRect('ui', 22, border_top, 42, 42, '#DDDDDD', 2); //删除怪物边框
|
||||
var blockInfo = core.getBlockInfo(enemy.id);
|
||||
core.drawIcon('ui', enemy.id, 22 + 5, border_top + 5, 32, 32) ///取消用动画的绘制,改用图标绘制
|
||||
/*
|
||||
// 检查大怪物
|
||||
if (blockInfo.bigImage) {
|
||||
core.status.boxAnimateObjs.push({
|
||||
bigImage: blockInfo.bigImage,
|
||||
face: blockInfo.face,
|
||||
centerX: border_left + 21,
|
||||
centerY: border_top + 21,
|
||||
max_width: 60
|
||||
});
|
||||
} else if (blockInfo.height >= 42) {
|
||||
var originEnemy = core.material.enemys[enemy.id] || {};
|
||||
// 检查上半部分是不是纯透明的;取用原始值避免重复计算
|
||||
if (originEnemy.is32x32 == null) {
|
||||
originEnemy.is32x32 = this._drawBook_is32x32(blockInfo);
|
||||
}
|
||||
if (originEnemy.is32x32) {
|
||||
core.status.boxAnimateObjs.push({
|
||||
'bgx': border_left,
|
||||
'bgy': border_top,
|
||||
'bgWidth': 42,
|
||||
'bgHeight': 42,
|
||||
'x': img_left,
|
||||
'y': img_top,
|
||||
'height': 32,
|
||||
'animate': blockInfo.animate,
|
||||
'image': blockInfo.image,
|
||||
'pos': blockInfo.posY * blockInfo.height + blockInfo.height - 32
|
||||
});
|
||||
} else {
|
||||
var drawWidth = 42 * 32 / blockInfo.height;
|
||||
core.status.boxAnimateObjs.push({
|
||||
'bgx': border_left,
|
||||
'bgy': border_top,
|
||||
'bgWidth': 42,
|
||||
'bgHeight': 42,
|
||||
'x': img_left - 5 + (42 - drawWidth) / 2,
|
||||
'y': img_top - 5,
|
||||
'dw': drawWidth,
|
||||
'dh': 42,
|
||||
'height': blockInfo.height,
|
||||
'animate': blockInfo.animate,
|
||||
'image': blockInfo.image,
|
||||
'pos': blockInfo.posY * blockInfo.height
|
||||
});
|
||||
}
|
||||
} else {
|
||||
core.status.boxAnimateObjs.push({
|
||||
'bgx': border_left,
|
||||
'bgy': border_top,
|
||||
'bgWidth': 42,
|
||||
'bgHeight': 42,
|
||||
'x': img_left,
|
||||
'y': img_top,
|
||||
'height': 32,
|
||||
'animate': blockInfo.animate,
|
||||
'image': blockInfo.image,
|
||||
'pos': blockInfo.posY * blockInfo.height
|
||||
});
|
||||
}
|
||||
*/
|
||||
}
|
||||
|
||||
ui.prototype._drawBook_drawName = function (index, enemy, top, left, width) {
|
||||
// 绘制第零列(名称和特殊属性)
|
||||
// 如果需要添加自己的比如怪物的称号等,也可以在这里绘制
|
||||
core.setTextAlign('ui', 'center');
|
||||
if (enemy.specialText.length == 0) {
|
||||
core.fillText('ui', enemy.name, left + width / 2,
|
||||
top + 35, '#ffffff', this._buildFont(enemy.name.length >= 5 ? 18 : 20, false), width); /////修改怪物名字的颜色,取消加粗
|
||||
} else {
|
||||
core.fillText('ui', enemy.name, left + width / 2,
|
||||
top + 28, '#ffffff', this._buildFont(enemy.name.length >= 5 ? 18 : 20, false), width); /////修改怪物名字颜色,取消加粗
|
||||
switch (enemy.specialText.length) {
|
||||
case 1:
|
||||
core.fillText('ui', enemy.specialText[0][0] + ' ' + enemy.specialText[0][1], left + width / 2, ////单属性两个字中间空一格
|
||||
top + 50, core.arrayToRGBA((enemy.specialColor || [])[0] || '#FF6A6A'),
|
||||
this._buildFont(20, false), width); ////调大怪物字号,取消加粗
|
||||
break;
|
||||
case 2:
|
||||
// Step 1: 计算字体
|
||||
var text = enemy.specialText[0] + "" + enemy.specialText[1]; ///减少空格
|
||||
core.setFontForMaxWidth('ui', text, width, this._buildFont(20, false)); ////调大怪物属性的字号,取消加粗
|
||||
// Step 2: 计算总宽度
|
||||
var totalWidth = core.calWidth('ui', text);
|
||||
var leftWidth = core.calWidth('ui', enemy.specialText[0]);
|
||||
var rightWidth = core.calWidth('ui', enemy.specialText[1]);
|
||||
// Step 3: 绘制
|
||||
core.fillText('ui', enemy.specialText[0], left + (width + leftWidth - totalWidth) / 2,
|
||||
top + 50, core.arrayToRGBA((enemy.specialColor || [])[0] || '#FF6A6A'));
|
||||
core.fillText('ui', enemy.specialText[1], left + (width + totalWidth - rightWidth) / 2,
|
||||
top + 50, core.arrayToRGBA((enemy.specialColor || [])[1] || '#FF6A6A'));
|
||||
break;
|
||||
default:
|
||||
core.fillText('ui', '多属性...', left + width / 2,
|
||||
top + 50, '#FF6A6A', this._buildFont(15, true), width);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
ui.prototype._drawBook_drawRow1 = function (index, enemy, top, left, width, position) {
|
||||
// 绘制第一行
|
||||
core.setTextAlign('ui', 'left');
|
||||
var b13 = this._buildFont(13, true),
|
||||
f13 = this._buildFont(13, false);
|
||||
var col1 = left,
|
||||
col2 = left + width * 9 / 25,
|
||||
col3 = left + width * 17 / 25;
|
||||
var colour = '#80ffff'; ////单数行颜色
|
||||
if (index % 2 === 0)
|
||||
colour = '#80ff80'; ////双数行颜色
|
||||
core.fillText('ui', core.getStatusLabel('hp'), col1, position, colour, f13);
|
||||
core.fillText('ui', core.formatBigNumber(enemy.hp || 0), col1 + 30, position, null, b13);
|
||||
core.fillText('ui', core.getStatusLabel('atk'), col2, position, colour, f13);
|
||||
core.fillText('ui', core.formatBigNumber(enemy.atk || 0), col2 + 30, position, null, b13);
|
||||
core.fillText('ui', core.getStatusLabel('def'), col3, position, colour, f13);
|
||||
core.fillText('ui', core.formatBigNumber(enemy.def || 0), col3 + 30, position, null, b13);
|
||||
}
|
||||
|
||||
ui.prototype._drawBook_drawRow2 = function (index, enemy, top, left, width, position) {
|
||||
// 绘制第二行
|
||||
core.setTextAlign('ui', 'left');
|
||||
var b13 = this._buildFont(13, true),
|
||||
f13 = this._buildFont(13, false);
|
||||
var col1 = left,
|
||||
col2 = left + width * 9 / 25,
|
||||
col3 = left + width * 17 / 25;
|
||||
var colour = '#80ffff'; ////单数行颜色
|
||||
if (index % 2 === 0)
|
||||
colour = '#80ff80'; ////双数行颜色
|
||||
// 获得第二行绘制的内容
|
||||
var second_line = [];
|
||||
if (core.flags.statusBarItems.indexOf('enableMoney') >= 0) second_line.push([core.getStatusLabel('money'), core.formatBigNumber(enemy.money || 0)]);
|
||||
if (core.flags.enableAddPoint) second_line.push([core.getStatusLabel('point'), core.formatBigNumber(enemy.point || 0)]);
|
||||
if (core.flags.statusBarItems.indexOf('enableExp') >= 0) second_line.push([core.getStatusLabel('exp'), core.formatBigNumber(enemy.exp || 0)]);
|
||||
|
||||
var damage_offset = col1 + (core._PX_ - col1) / 2 - 12;
|
||||
// 第一列
|
||||
if (second_line.length > 0) {
|
||||
var one = second_line.shift();
|
||||
core.fillText('ui', one[0], col1, position, colour, f13);
|
||||
core.fillText('ui', one[1], col1 + 30, position, colour, b13);
|
||||
damage_offset = col2 + (core._PX_ - col2) / 2 - 12;
|
||||
}
|
||||
// 第二列
|
||||
if (second_line.length > 0) {
|
||||
var one = second_line.shift();
|
||||
core.fillText('ui', one[0], col2, position, colour, f13);
|
||||
core.fillText('ui', one[1], col2 + 30, position, colour, b13);
|
||||
damage_offset = col3 + (core._PX_ - col3) / 2 - 12;
|
||||
}
|
||||
// 忽略第三列,直接绘制伤害
|
||||
core.fillText('ui', '伤害', col3, position, colour, f13); ////增加绘制伤害两字
|
||||
this._drawBook_drawDamage(index, enemy, damage_offset, position);
|
||||
|
||||
}
|
||||
|
||||
ui.prototype._drawBook_drawRow3 = function (index, enemy, top, left, width, position) {
|
||||
// 绘制第三行
|
||||
core.setTextAlign('ui', 'left');
|
||||
var b13 = this._buildFont(13, true),
|
||||
f13 = this._buildFont(13, false);
|
||||
var col1 = left,
|
||||
col2 = left + width * 9 / 25,
|
||||
col3 = left + width * 17 / 25;
|
||||
var colour = '#80ffff'; ////单数行颜色
|
||||
if (index % 2 === 0)
|
||||
colour = '#80ff80'; ////双数行颜色
|
||||
core.fillText('ui', '临界', col1, position, colour, f13);
|
||||
core.fillText('ui', core.formatBigNumber(enemy.critical || 0), col1 + 30, position, colour, b13);
|
||||
core.fillText('ui', '减伤', col2, position, colour, f13);
|
||||
core.fillText('ui', core.formatBigNumber(enemy.criticalDamage || 0), col2 + 30, position, colour, b13);
|
||||
core.fillText('ui', '加防', col3, position, colour, f13);
|
||||
core.fillText('ui', core.formatBigNumber(enemy.defDamage || 0), col3 + 30, position, colour, b13);
|
||||
}
|
||||
|
||||
ui.prototype._drawBook_drawDamage = function (index, enemy, offset, position) { //////修改了颜色
|
||||
offset -= 5; //往左移5像素
|
||||
//core.setTextAlign('ui', 'center');取消居中对齐
|
||||
var damage = enemy.damage,
|
||||
color = '#e6de0d';
|
||||
if (damage == null) {
|
||||
damage = '????'; ////////无法战斗怪物手册中改为????显示
|
||||
color = '#ff8080';
|
||||
} else {
|
||||
if (damage >= core.status.hero.hp) color = '#ff8080';
|
||||
else if (damage >= core.status.hero.hp * 2 / 3) color = '#ffc080';
|
||||
else if (damage <= 0) color = '#ffffff';
|
||||
damage = core.formatBigNumber(damage);
|
||||
if (core.enemys.hasSpecial(enemy, 19)) damage += "+";
|
||||
if (core.enemys.hasSpecial(enemy, 21)) damage += "-";
|
||||
if (core.enemys.hasSpecial(enemy, 11)) damage += "^";
|
||||
}
|
||||
if (enemy.notBomb) damage += "[b]";
|
||||
core.fillText('ui', damage, offset, position, color, this._buildFont(13, true));
|
||||
}
|
||||
|
||||
////// 绘制怪物属性的详细信息 //////
|
||||
ui.prototype._drawBookDetail = function (index) {
|
||||
var info = this._drawBookDetail_getInfo(index),
|
||||
enemy = info[0];
|
||||
if (!enemy) return;
|
||||
var content = info[1].join("\n");
|
||||
core.status.event.id = 'book-detail';
|
||||
core.animateFrame.tip = null;
|
||||
core.clearMap('data');
|
||||
|
||||
var left = 10,
|
||||
width = core._PX_ - 2 * left,
|
||||
right = left + width;
|
||||
var content_left = left + 25,
|
||||
validWidth = right - content_left - 13;
|
||||
var height = Math.max(this.getTextContentHeight(content, { fontSize: 16, lineHeight: 24, maxWidth: validWidth }) + 58, 80),
|
||||
top = (core._PY_ - height) / 2,
|
||||
bottom = top + height;
|
||||
|
||||
core.drawWindowSkin('winskin.png', 'data', left, top, width, height); ////用winskin绘制一个对话框
|
||||
/// core.setAlpha('data', 0.9);///注销原本的黑底边框
|
||||
///core.fillRect('data', left, top, width, height, '#000000');
|
||||
// core.setAlpha('data', 1);
|
||||
// core.strokeRect('data', left - 1, top - 1, width + 1, height + 1,
|
||||
// core.arrayToRGBA(core.status.globalAttribute.borderColor), 2);
|
||||
core.playSound('确定');
|
||||
this._drawBookDetail_drawContent(enemy, content, { top: top, content_left: content_left, bottom: bottom, validWidth: validWidth });
|
||||
}
|
||||
|
||||
|
||||
////// 结束一切事件和绘制,关闭UI窗口,返回游戏进程 //////
|
||||
ui.prototype.closePanel = function () {
|
||||
|
||||
core.clearMap('bookBg'); ////清空手册Bg
|
||||
core.clearMap('itemBg'); ////清空道具栏Bg
|
||||
core.clearUIEventSelector(1); ////清除绘制的光标
|
||||
|
||||
if (core.status.hero && core.status.hero.flags) {
|
||||
// 清除全部临时变量
|
||||
Object.keys(core.status.hero.flags).forEach(function (name) {
|
||||
if (name.startsWith("@temp@") || /^arg\d+$/.test(name)) {
|
||||
delete core.status.hero.flags[name];
|
||||
}
|
||||
});
|
||||
}
|
||||
this.clearUI();
|
||||
core.maps.generateGroundPattern();
|
||||
core.updateStatusBar(true);
|
||||
core.unlockControl();
|
||||
core.status.event.data = null;
|
||||
core.status.event.id = null;
|
||||
core.status.event.selection = null;
|
||||
core.status.event.ui = null;
|
||||
core.status.event.interval = null;
|
||||
// 清除onDownInterval
|
||||
clearInterval(core.interval.onDownInterval);
|
||||
core.interval.onDownInterval = 'tmp';
|
||||
}
|
||||
|
||||
ui.prototype._drawToolbox_drawBackground = function () {
|
||||
// 绘制
|
||||
core.clearMap('ui');
|
||||
/// core.setAlpha('ui', 0.85);
|
||||
/// core.fillRect('ui', 0, 0, core._PX_, core._PY_, '#000000');
|
||||
core.createCanvas('itemBg', 0, 0, 480, 480, 138); ///创建一个动态画布用于绘制道具栏bg
|
||||
core.drawWindowSkin('winskin.png', 'itemBg', 0, 0, core._PX_, core._PY_); ///道具栏背景用winskin绘制
|
||||
}
|
||||
|
||||
ui.prototype._drawToolbox_drawContent = function (info, line, items, page, drawCount) {
|
||||
var n = core._HALF_WIDTH_;
|
||||
core.setTextAlign('ui', 'right');
|
||||
for (var i = 0; i < core._WIDTH_ - 1; i++) {
|
||||
var item = items[(core._WIDTH_ - 1) * (page - 1) + i];
|
||||
if (!item) continue;
|
||||
var yoffset = line + 54 * Math.floor(i / n) + 19;
|
||||
var icon = core.material.icons.items[item],
|
||||
image = core.material.images.items;
|
||||
core.drawImage('ui', image, 0, 32 * icon, 32, 32, 64 * (i % n) + 21, yoffset, 32, 32);
|
||||
if (drawCount)
|
||||
core.fillText('ui', core.itemCount(item), 64 * (i % n) + 56, yoffset + 33, '#FFFFFF', this._buildFont(14, true));
|
||||
if (info.selectId == item)
|
||||
core.drawUIEventSelector(1, 'winskin.png', 64 * (i % n) + 17, yoffset - 4, 40, 40, 139); ////绘制光标
|
||||
//core.strokeRoundRect('ui', 64 * (i % n) + 17, yoffset - 4, 40, 40, 6, core.status.globalAttribute.selectColor);删除原本绘制的黄色边框
|
||||
}
|
||||
}
|
||||
|
||||
core.ui.drawFly = function (page) {
|
||||
core.status.event.data = page;
|
||||
var floorId = core.floorIds[page];
|
||||
@ -2999,25 +3313,7 @@ var plugins_bb40132b_638b_4a9f_b028_d3fe47acc8d1 =
|
||||
return colors;
|
||||
|
||||
}
|
||||
core.ui._drawBook_drawDamage = function (index, enemy, offset, position) {
|
||||
core.setTextAlign('ui', 'center');
|
||||
var damage = enemy.damage,
|
||||
color = '#FFFF00';
|
||||
if (damage == null) {
|
||||
damage = '????'; ////////无法战斗怪物手册中改为????显示
|
||||
color = '#FF2222';
|
||||
} else {
|
||||
if (damage >= core.status.hero.hp) color = '#FF2222';
|
||||
else if (damage >= core.status.hero.hp * 1 / 3) color = '#FF9933';
|
||||
else if (damage <= 0) color = '#11FF11';
|
||||
damage = core.formatBigNumber(damage);
|
||||
if (core.enemys.hasSpecial(enemy, 19)) damage += "+";
|
||||
if (core.enemys.hasSpecial(enemy, 21)) damage += "-";
|
||||
if (core.enemys.hasSpecial(enemy, 11)) damage += "^";
|
||||
}
|
||||
if (enemy.notBomb) damage += "[b]";
|
||||
core.fillText('ui', damage, offset, position, color, this._buildFont(13, true));
|
||||
}
|
||||
|
||||
},
|
||||
"仿RM渐变效果": function () {
|
||||
// 在此增加新插件
|
||||
|
Loading…
Reference in New Issue
Block a user