Merge branch 'noAnimate' into hasAnimate

This commit is contained in:
爱的天使Erdnase 2022-11-19 20:39:39 +08:00
commit 948d624174
21 changed files with 1753 additions and 684 deletions

View File

@ -207,6 +207,11 @@ var data_a1e2fb4a_e986_4524_b0da_9b7ba7c0874d =
"00003.png",
"00004.png",
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"010-Random02.png",
"013-Square01.png",
"020-Flat01.png",
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@ -259,6 +264,7 @@ var data_a1e2fb4a_e986_4524_b0da_9b7ba7c0874d =
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"brave.png",
"caidan.png",
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"d.png",
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@ -353,12 +359,14 @@ var data_a1e2fb4a_e986_4524_b0da_9b7ba7c0874d =
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"shengxiao.png",
"shijian.png",
"shijuexiaoguo_kuanpingheibian.png",
"shu.png",
"status.png",
"status2.png",
"tawaijiuren.png",
"terrains.png",
"tiantawai.png",
"tr003.jpg",
"wangyangdan.png",
"wangyangqianxiao.png",
"wangyangyouyu.png",

View File

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@ -236,6 +229,20 @@ main.floors.MT10=
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@ -244,6 +251,26 @@ main.floors.MT10=
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View File

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View File

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View File

@ -43,24 +43,38 @@ main.floors.MT26=
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View File

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@ -433,12 +566,19 @@ main.floors.MT27=
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@ -451,12 +591,19 @@ main.floors.MT27=
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@ -490,12 +637,19 @@ main.floors.MT27=
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@ -533,12 +687,19 @@ main.floors.MT27=
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View File

@ -129,24 +129,38 @@ main.floors.MT28=
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@ -181,24 +195,38 @@ main.floors.MT28=
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"\t[邵虎]什么?!...........",
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@ -232,24 +260,38 @@ main.floors.MT28=
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"\t[邵虎]名字。",
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@ -264,12 +306,19 @@ main.floors.MT28=
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@ -282,12 +331,19 @@ main.floors.MT28=
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@ -317,24 +373,38 @@ main.floors.MT28=
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"\t[邵虎]去哪?",
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@ -375,12 +445,19 @@ main.floors.MT28=
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View File

@ -85,24 +85,38 @@ main.floors.MT30=
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"\t[腐翼]怎.......怎么可能.......",
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@ -153,12 +167,19 @@ main.floors.MT30=
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@ -170,12 +191,19 @@ main.floors.MT30=
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@ -310,24 +338,38 @@ main.floors.MT30=
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"\t[腐翼]呦~",
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@ -342,12 +384,19 @@ main.floors.MT30=
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@ -361,12 +410,19 @@ main.floors.MT30=
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@ -379,12 +435,19 @@ main.floors.MT30=
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@ -410,12 +473,19 @@ main.floors.MT30=
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@ -424,12 +494,19 @@ main.floors.MT30=
"\t[腐翼]你是叫邵虎...?真有意思!!你越是这样子,我就越想跟你好好玩玩了嘛~~~",
"\t[腐翼]我看看..........是先咬断你的脖子还是抓裂你的腿呢?",
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@ -442,12 +519,19 @@ main.floors.MT30=
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@ -460,12 +544,19 @@ main.floors.MT30=
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@ -482,12 +573,19 @@ main.floors.MT30=
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@ -501,12 +599,19 @@ main.floors.MT30=
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@ -518,12 +623,19 @@ main.floors.MT30=
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@ -544,12 +656,19 @@ main.floors.MT30=
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@ -563,12 +682,19 @@ main.floors.MT30=
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@ -1288,12 +1414,19 @@ main.floors.MT30=
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@ -1317,7 +1450,7 @@ main.floors.MT30=
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@ -1475,12 +1608,19 @@ main.floors.MT30=
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@ -1553,12 +1693,19 @@ main.floors.MT30=
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@ -1572,12 +1719,19 @@ main.floors.MT30=
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@ -1602,12 +1756,19 @@ main.floors.MT30=
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@ -1632,12 +1793,19 @@ main.floors.MT30=
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@ -1662,12 +1830,19 @@ main.floors.MT30=
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@ -1692,24 +1867,38 @@ main.floors.MT30=
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"\t[邵虎]\\c[30]以剑化海!!海纳之剑!!",
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@ -1813,24 +2002,38 @@ main.floors.MT30=
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"\t[腐翼]怎.......怎么可能.......",
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@ -1881,12 +2084,19 @@ main.floors.MT30=
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@ -1898,12 +2108,19 @@ main.floors.MT30=
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View File

@ -10,7 +10,7 @@ main.floors.huxiao1=
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"canvas": "bg",
"x": 0,
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],
@ -19,75 +19,102 @@ main.floors.huxiao1=
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"\r[red]从今天起,嗜骨,你就是我们妖社的中坚力量了。",
"\r[red]你很好强,各方面素质都很不错。",
"\r[red]我相信你能够胜任你的位置。",
"\r[purple]魔龙大人!我嗜骨就算天打雷劈也要严守岗位!",
"\r[purple]不论来者是强还是弱!只要我还有口气在!",
"\r[purple]就绝对不允许联盟和外人对我们妖社不利!",
"\r[purple].........",
"\r[red]........但愿吧。",
"\r[red]嗜骨........你知道我们为什么要暗地与联盟作时吗",
"\r[purple]....这.......因为他们是........",
"\r[red]不........天塔本身就不是为了我们魔物而建造的。",
"\r[red]建造天塔的本性在于封印【那个人】",
"\r[red]我们只是在天塔里后出现的罢了。",
"\r[purple].............",
"\r[red]刚开始我们魔物族群很弱小...........",
"\r[red]【那个人】本来是主张把我们赶尽杀绝的。",
"\r[purple]........啊.........",
"\r[red]....但她阻止了他......并救下了奄奄一息的我。",
"\r[purple].....您在说...谁?她.....是谁?",
"\r[red]她是个善良的人.......我不想让她卷入这场纷争。",
"\r[purple]...........",
"\r[red]如果没有她..........恐怕现在天塔就不会是这个样子......",
"\r[red]..........",
"\r[red]你现在知道我们妖社为什么要暗地与联盟做对了吧?",
"\r[purple.........",
"\r[purple]......因为我们魔物也要生存.........",
"\r[purple]我们必须有足够抗衡联盟的力量才行.......",
"\r[red]没错........现在联盟并不把主要心思放在我们身上",
"\r[red]这正是我们拓展地位的好时机。",
"\r[purple]啊...他们关注的是......天枢城么......",
"\r[red]没错.....嗜骨......你了解到肩上的重任了吧。",
"\r[red]你的那几句保证......可不能只是说说而已啊......",
"\r[purple]........",
"\r[red].....对了......在这里还习惯吧?",
"\r[red]和毒尾相处的如何?",
"\r[purple].......",
"\r[purple]......这个........还好吧。。",
"\r[red]......呵呵,别急。终究要在一起生活。",
"\r[red]......互相理解和包容,毕竟才是最重要的。",
"\r[purple].....是.......",
"\r[red].......对了.......还有一个问题,必须提醒你一下。",
"\r[red]你在天塔上面一定会受到海骑士的管制吧",
"\r[red]要小心点那个家伙.....",
"\r[red]那家伙精得很,别说漏了什么......",
"\r[purple]魔龙大人请放心,我一定不辜负您的重托!",
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"value": "null"
},
"\r[#fb928b]从今天起,嗜骨,你就是我们妖社的中坚力量了。",
"\r[#fb928b]你很好强,各方面素质都很不错。",
"\r[#fb928b]我相信你能够胜任你的位置。",
"\r[#f49af1]魔龙大人!我嗜骨就算天打雷劈也要严守岗位!",
"\r[#f49af1]不论来者是强还是弱!只要我还有口气在!",
"\r[#f49af1]就绝对不允许联盟和外人对我们妖社不利!",
"\r[#f49af1].........",
"\r[#fb928b]........但愿吧。",
"\r[#fb928b]嗜骨........你知道我们为什么要暗地与联盟作时吗",
"\r[#f49af1]....这.......因为他们是........",
"\r[#fb928b]不........天塔本身就不是为了我们魔物而建造的。",
"\r[#fb928b]建造天塔的本性在于封印【那个人】",
"\r[#fb928b]我们只是在天塔里后出现的罢了。",
"\r[#f49af1].............",
"\r[#fb928b]刚开始我们魔物族群很弱小...........",
"\r[#fb928b]【那个人】本来是主张把我们赶尽杀绝的。",
"\r[#f49af1]........啊.........",
"\r[#fb928b]....但她阻止了他......并救下了奄奄一息的我。",
"\r[#f49af1].....您在说...谁?她.....是谁?",
"\r[#fb928b]她是个善良的人.......我不想让她卷入这场纷争。",
"\r[#f49af1]...........",
"\r[#fb928b]如果没有她..........恐怕现在天塔就不会是这个样子......",
"\r[#fb928b]..........",
"\r[#fb928b]你现在知道我们妖社为什么要暗地与联盟做对了吧?",
"\r[#f49af1].........",
"\r[#f49af1]......因为我们魔物也要生存.........",
"\r[#f49af1]我们必须有足够抗衡联盟的力量才行.......",
"\r[#fb928b]没错........现在联盟并不把主要心思放在我们身上",
"\r[#fb928b]这正是我们拓展地位的好时机。",
"\r[#f49af1]啊...他们关注的是......天枢城么......",
"\r[#fb928b]没错.....嗜骨......你了解到肩上的重任了吧。",
"\r[#fb928b]你的那几句保证......可不能只是说说而已啊......",
"\r[#f49af1]........",
"\r[#fb928b].....对了......在这里还习惯吧?",
"\r[#fb928b]和毒尾相处的如何?",
"\r[#f49af1].......",
"\r[#f49af1]......这个........还好吧。。",
"\r[#fb928b]......呵呵,别急。终究要在一起生活。",
"\r[#fb928b]......互相理解和包容,毕竟才是最重要的。",
"\r[#f49af1].....是.......",
"\r[#fb928b].......对了.......还有一个问题,必须提醒你一下。",
"\r[#fb928b]你在天塔上面一定会受到海骑士的管制吧",
"\r[#fb928b]要小心点那个家伙.....",
"\r[#fb928b]那家伙精得很,别说漏了什么......",
"\r[#f49af1]魔龙大人请放心,我一定不辜负您的重托!",
{
"type": "changeFloor",
"floorId": "huxiao2",

View File

@ -10,7 +10,7 @@ main.floors.huxiao2=
{
"name": "huxiao2.png",
"canvas": "bg",
"x": 0,
"x": 32,
"y": 0
}
],
@ -22,43 +22,43 @@ main.floors.huxiao2=
"type": "setCurtain",
"time": 500
},
"\r[purple]毒尾..........你怎么又背着我喝那种东西........",
"\r[green]没事的嗜骨......只有喝下这个.......才能让自己的毒性更强啊........",
"\r[purple]你给我.........不要喝了......",
"\r[purple]你难道不知道你的是你的寿命......",
"\r[purple]喝的是你的时间吗!!!?",
"\r[purple]你难道就不为了你身边的人想想?",
"\r[purple]血尾呢?你们关系不是最好了吗?",
"\r[green]别说了嗜骨,我的寿命与妖社的利益来讲根本不值一提..........",
"\r[green]我这条命都是魔龙大人给的......我还有什么遗憾呢?",
"\r[purple]我呢?我呢?",
"\r[purple]不是还有我吗!!!",
"\r[purple]每天陪你的人,每天能和你在一起你说话,能每天一起玩闹解闷的人,不是还有我吗..",
"\r[purple]你为什么一点都不为我想想呢.......",
"\r[green].........对不起嗜骨........",
"\r[green]我.........我不是不了解你的意思.......",
"\r[purple]...........",
"\r[green]你也好.......血尾也罢.........",
"\r[green]都是我最亲的人........都是我不能放弃的人........",
"\r[green]但是我真的没办法接受你的关心........真的..........",
"\r[purple]............毒尾..........",
"\r[green]对我来说,这种关心,比我现在手中的毒药还要毒",
"\r[green].........但是........我又何尝不明白.......",
"\r[green]我有时好恨.......恨自己要背上这么沉重的担子",
"\r[green]..........大概魔龙大人也一样吧........",
"\r[green].........心里也跟我想的一般吧.........",
"\r[green]........可是拿什么放弃.........",
"\r[green]........难道为了一份可有可无的关心.........",
"\r[green]......就放弃自己曾经坚持那么久的事业吗!",
"\r[purple](可有可无)",
"\r[purple](是这样的吗)",
"\r[purple]不",
"\r[purple]不是这样的",
"\r[purple]不是这样的...........",
"\r[green].......嗜骨.......谢谢你......",
"\r[purple]...........毒尾你.........",
"\r[green](咕噜咕噜............",
"\r[purple]...........(我什么都做不了)........",
"\r[#f49af1]毒尾..........你怎么又背着我喝那种东西........",
"\r[#87e291]没事的嗜骨......只有喝下这个.......才能让自己的毒性更强啊........",
"\r[#f49af1]你给我.........不要喝了......",
"\r[#f49af1]你难道不知道你的是你的寿命......",
"\r[#f49af1]喝的是你的时间吗!!!?",
"\r[#f49af1]你难道就不为了你身边的人想想?",
"\r[#f49af1]血尾呢?你们关系不是最好了吗?",
"\r[#87e291]别说了嗜骨,我的寿命与妖社的利益来讲根本不值一提..........",
"\r[#87e291]我这条命都是魔龙大人给的......我还有什么遗憾呢?",
"\r[#f49af1]我呢?我呢?",
"\r[#f49af1]不是还有我吗!!!",
"\r[#f49af1]每天陪你的人,每天能和你在一起你说话,能每天一起玩闹解闷的人,不是还有我吗..",
"\r[#f49af1]你为什么一点都不为我想想呢.......",
"\r[#87e291].........对不起嗜骨........",
"\r[#87e291]我.........我不是不了解你的意思.......",
"\r[#f49af1]...........",
"\r[#87e291]你也好.......血尾也罢.........",
"\r[#87e291]都是我最亲的人........都是我不能放弃的人........",
"\r[#87e291]但是我真的没办法接受你的关心........真的..........",
"\r[#f49af1]............毒尾..........",
"\r[#87e291]对我来说,这种关心,比我现在手中的毒药还要毒",
"\r[#87e291].........但是........我又何尝不明白.......",
"\r[#87e291]我有时好恨.......恨自己要背上这么沉重的担子",
"\r[#87e291]..........大概魔龙大人也一样吧........",
"\r[#87e291].........心里也跟我想的一般吧.........",
"\r[#87e291]........可是拿什么放弃.........",
"\r[#87e291]........难道为了一份可有可无的关心.........",
"\r[#87e291]......就放弃自己曾经坚持那么久的事业吗!",
"\r[#f49af1](可有可无)",
"\r[#f49af1](是这样的吗)",
"\r[#f49af1]不",
"\r[#f49af1]不是这样的",
"\r[#f49af1]不是这样的...........",
"\r[#87e291].......嗜骨.......谢谢你......",
"\r[#f49af1]...........毒尾你.........",
"\r[#87e291](咕噜咕噜............",
"\r[#f49af1]...........(我什么都做不了)........",
{
"type": "setCurtain",
"color": [

View File

@ -10,7 +10,7 @@ main.floors.huxiao3=
{
"name": "huxiao3.png",
"canvas": "bg",
"x": 0,
"x": 32,
"y": 0
}
],
@ -22,48 +22,46 @@ main.floors.huxiao3=
"type": "setCurtain",
"time": 500
},
"\r[green]海骑士大人..........您就行行好吧...........",
"\r[blue]毒尾,你回去吧。",
"\r[blue]那件事不可能的,你也不用求我了。",
"\r[green].......求求您了海骑士大人.........",
"\r[green].......我从来没有这么求过一个人........",
"\r[green]求求您教血尾一命吧.......她是我唯一的姐妹了",
"\r[green]我求求您海骑士大人.......我求求您",
"\r[green]只有您才能救她她....我求求您跟戾骑士说说好话吧",
"\r[green]求您了海骑士大人........",
"\r[green]求求您了.........",
"\r[blue]...........",
"\r[blue]..........毒尾........这事我没法帮你。",
"\r[green]可是海骑士大人........只有您能劝得了戾骑士",
"\r[green].......只有您能从戾骑士的手中把血尾救出来",
"\r[green].......血尾是我唯一的亲人了.......",
"\r[green].......我不能失去她......真的不能........",
"\r[green]看在我为您效劳这么多年的份上您就帮我这一次吧",
"\r[green]我求求您海骑士大人......求求您了.........",
"\r[green].......求求您了求求您了...........",
"\r[blue]不用再说了,毒尾你可以回去了。",
"\r[green]海骑士大人您不能这样.........",
"\r[green]我这么忠心耿耿..........为了联盟的利益.......",
"\r[blue]少跟我说联盟的利益了......",
"\r[blue]赶快回去,不然我叫人赶你了。",
"\r[green]海骑士大人求求您救救血尾........",
"\r[green]救救她.....求你了.........",
"\r[purple](毒尾.....你又何必去求他呢........)",
"\r[purple](你平时不是最恨他了吗...........最讨厌他了吗...........)",
"\r[purple](你明明知道他不可能帮你.........)",
"\r[purple](.........你还要去求你最恨的人..........)",
"\r[purple](为什么.....)",
"\r[purple](毒尾.........)",
"\r[#87e291]海骑士大人..........您就行行好吧...........",
"\r[#9decf8]毒尾,你回去吧。",
"\r[#9decf8]那件事不可能的,你也不用求我了。",
"\r[#87e291].......求求您了海骑士大人.........",
"\r[#87e291].......我从来没有这么求过一个人........",
"\r[#87e291]求求您教血尾一命吧.......她是我唯一的姐妹了",
"\r[#87e291]我求求您海骑士大人.......我求求您",
"\r[#87e291]只有您才能救她她....我求求您跟戾骑士说说好话吧",
"\r[#87e291]求您了海骑士大人........",
"\r[#87e291]求求您了.........",
"\r[#9decf8]...........",
"\r[#9decf8]..........毒尾........这事我没法帮你。",
"\r[#87e291]可是海骑士大人........只有您能劝得了戾骑士",
"\r[#87e291].......只有您能从戾骑士的手中把血尾救出来",
"\r[#87e291].......血尾是我唯一的亲人了.......",
"\r[#87e291].......我不能失去她......真的不能........",
"\r[#87e291]看在我为您效劳这么多年的份上您就帮我这一次吧",
"\r[#87e291]我求求您海骑士大人......求求您了.........",
"\r[#87e291].......求求您了求求您了...........",
"\r[#9decf8]不用再说了,毒尾你可以回去了。",
"\r[#87e291]海骑士大人您不能这样.........",
"\r[#87e291]我这么忠心耿耿..........为了联盟的利益.......",
"\r[#9decf8]少跟我说联盟的利益了......",
"\r[#9decf8]赶快回去,不然我叫人赶你了。",
"\r[#87e291]海骑士大人求求您救救血尾........",
"\r[#87e291]救救她.....求你了.........",
"\r[#f49af1](毒尾.....你又何必去求他呢........)",
"\r[#f49af1](你平时不是最恨他了吗...........最讨厌他了吗...........)",
"\r[#f49af1](你明明知道他不可能帮你.........)",
"\r[#f49af1](.........你还要去求你最恨的人..........)",
"\r[#f49af1](为什么.....)",
"\r[#f49af1](毒尾.........)",
{
"type": "setCurtain",
"color": [
255,
255,
255,
1
],
"time": 500,
"keep": true
"type": "function",
"function": "function(){\ncore.maskPrepare();\n}"
},
{
"type": "hideImage",
"code": 1,
"time": 0
},
{
"type": "changeFloor",

View File

@ -1,8 +1,7 @@
///<reference path='../runtime.d.ts'/>
var functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a =
var functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a =
{
"events": {
"resetGame": function (hero, hard, floorId, maps, values) {
"events": {
"resetGame": function (hero, hard, floorId, maps, values) {
// 重置整个游戏;此函数将在游戏开始时,或者每次读档时最先被调用
// hero勇士信息hard难度floorId当前楼层IDmaps地图信息values全局数值信息
@ -52,7 +51,7 @@ var functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a =
// 隐藏右下角的音乐按钮
core.dom.musicBtn.style.display = 'none';
},
"win": function (reason, norank, noexit) {
"win": function (reason, norank, noexit) {
// 游戏获胜事件
// 请注意成绩统计时是按照hp进行上传并排名
// 可以先在这里对最终分数进行计算比如将2倍攻击和5倍黄钥匙数量加到分数上
@ -81,7 +80,7 @@ var functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a =
})
});
},
"lose": function (reason) {
"lose": function (reason) {
// 游戏失败事件
core.ui.closePanel();
var replaying = core.isReplaying();
@ -94,7 +93,7 @@ var functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a =
});
})
},
"changingFloor": function (floorId, heroLoc) {
"changingFloor": function (floorId, heroLoc) {
// 正在切换楼层过程中执行的操作;此函数的执行时间是“屏幕完全变黑“的那一刻
// floorId为要切换到的楼层IDheroLoc表示勇士切换到的位置
@ -164,7 +163,7 @@ var functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a =
// ...可以新增一些其他内容,比如创建个画布在右上角显示什么内容等等
},
"afterChangeFloor": function (floorId) {
"afterChangeFloor": function (floorId) {
// 转换楼层结束的事件;此函数会在整个楼层切换完全结束后再执行
// floorId是切换到的楼层
@ -183,7 +182,7 @@ var functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a =
}
}
},
"flyTo": function (toId, callback) {
"flyTo": function (toId, callback) {
// 楼层传送器的使用从当前楼层飞往toId
// 如果不能飞行请返回false
@ -226,7 +225,7 @@ var functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a =
return true;
},
"beforeBattle": function (enemyId, x, y) {
"beforeBattle": function (enemyId, x, y) {
// 战斗前触发的事件,可以加上一些战前特效(详见下面支援的例子)
// 此函数在“检测能否战斗和自动存档”【之后】执行。如果需要更早的战前事件,请在插件中覆重写 core.events.doSystemEvent 函数。
// 返回true则将继续战斗返回false将不再战斗。
@ -257,7 +256,7 @@ var functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a =
return true;
},
"afterBattle": function (enemyId, x, y) {
"afterBattle": function (enemyId, x, y) {
// 战斗结束后触发的事件
var enemy = core.material.enemys[enemyId];
@ -429,7 +428,7 @@ var functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a =
core.clearContinueAutomaticRoute();
},
"afterOpenDoor": function (doorId, x, y) {
"afterOpenDoor": function (doorId, x, y) {
// 开一个门后触发的事件
var todo = [];
@ -450,7 +449,7 @@ var functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a =
else
core.clearContinueAutomaticRoute();
},
"afterGetItem": function (itemId, x, y, isGentleClick) {
"afterGetItem": function (itemId, x, y, isGentleClick) {
// 获得一个道具后触发的事件
// itemId获得的道具IDx和y是该道具所在的坐标
// isGentleClick是否是轻按触发的
@ -472,7 +471,7 @@ var functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a =
if (todo.length > 0) core.insertAction(todo, x, y);
},
"afterPushBox": function () {
"afterPushBox": function () {
// 推箱子后的事件
if (core.searchBlock('box').length == 0) {
// 可以通过if语句来进行开门操作
@ -485,45 +484,45 @@ var functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a =
*/
}
}
},
"enemys": {
"getSpecials": function () {
// 获得怪物的特殊属性,每一行定义一个特殊属性。
// 分为五项,第一项为该特殊属性的数字,第二项为特殊属性的名字,第三项为特殊属性的描述
// 第四项为该特殊属性的颜色,可以写十六进制 #RRGGBB 或者 [r,g,b,a] 四元数组
// 第五项为该特殊属性的标记;目前 1 代表是地图类技能(需要进行遍历全图)
// 名字和描述可以直接写字符串也可以写个function将怪物传进去
return [
[1, "先攻", "怪物首先攻击", "#ffcc33"],
[2, "魔攻", "怪物无视角色的防御", "#bbb0ff"],
[3, "坚固", "怪物防御不小于角色攻击-1", "#c0b088"],
[4, "2连击", "怪物每回合攻击2次", "#ffee77"],
[5, "3连击", "怪物每回合攻击3次", "#ffee77"],
[6, function (enemy) { return (enemy.n || '') + "连击"; }, function (enemy) { return "怪物每回合攻击" + (enemy.n || 4) + "次"; }, "#ffee77"],
[7, "破甲", function (enemy) { return "战斗前,怪物附加角色防御的" + Math.floor(100 * (enemy.breakArmor || core.values.breakArmor || 0)) + "%作为伤害"; }, "#88c0ff"],
[8, "反击", function (enemy) { return "战斗时,怪物每回合附加角色攻击的" + Math.floor(100 * (enemy.counterAttack || core.values.counterAttack || 0)) + "%作为伤害,无视角色防御"; }, "#ffaa44"],
[9, "净化", function (enemy) { return "战斗前,怪物附加角色护盾的" + (enemy.purify || core.values.purify) + "倍作为伤害"; }, "#80eed6"],
[10, "模仿", "怪物的攻防和角色攻防相等", "#b0c0dd"],
[11, "吸血", function (enemy) { return "战斗前,怪物首先吸取角色的" + Math.floor(100 * enemy.vampire || 0) + "%生命(约" + Math.floor((enemy.vampire || 0) * core.getStatus('hp')) + "点)作为伤害" + (enemy.add ? ",并把伤害数值加到自身生命上" : ""); }, "#dd4448"],
[12, "中毒", "战斗后,角色陷入中毒状态,每一步损失生命" + core.values.poisonDamage + "点", "#99ee88"],
[13, "衰弱", "战斗后,角色陷入衰弱状态,攻防暂时下降" + (core.values.weakValue >= 1 ? core.values.weakValue + "点" : parseInt(core.values.weakValue * 100) + "%"), "#f0bbcc"],
[14, "诅咒", "战斗后,角色陷入诅咒状态,战斗无法获得金币和经验", "#bbeef0"],
[15, "领域", function (enemy) { return "经过怪物周围" + (enemy.zoneSquare ? "九宫格" : "十字") + "范围内" + (enemy.range || 1) + "格时自动减生命" + (enemy.zone || 0) + "点"; }, "#c677dd"],
[16, "夹击", "经过两只相同的怪物中间,角色生命值变成一半", "#bb99ee"],
[17, "仇恨", "战斗前,怪物附加之前积累的仇恨值作为伤害;战斗后,释放一半的仇恨值。(每杀死一个怪物获得" + (core.values.hatred || 0) + "点仇恨值)", "#b0b666"],
[18, "阻击", function (enemy) { return "经过怪物周围" + (enemy.zoneSquare ? "九宫格" : "十字") + "时自动减生命" + (enemy.repulse || 0) + "点,同时怪物后退一格"; }, "#8888e6"],
[19, "自爆", "战斗后角色的生命值变成1", "#ff6666"],
[20, "无敌", "角色无法打败怪物,除非拥有十字架", "#aaaaaa"],
[21, "退化", function (enemy) { return "战斗后角色永久下降" + (enemy.atkValue || 0) + "点攻击和" + (enemy.defValue || 0) + "点防御"; }],
[22, "固伤", function (enemy) { return "战斗前,怪物对角色造成" + (enemy.damage || 0) + "点固定伤害,未开启负伤时无视角色护盾。"; }, "#ff9977"],
[23, "重生", "怪物被击败后,角色转换楼层则怪物将再次出现", "#a0e0ff"],
[24, "激光", function (enemy) { return "经过怪物同行或同列时自动减生命" + (enemy.laser || 0) + "点"; }, "#dda0dd"],
[25, "光环", function (enemy) { return (enemy.range != null ? ((enemy.haloSquare ? "该怪物九宫格" : "该怪物十字") + enemy.haloRange + "格范围内") : "同楼层所有") + "怪物生命提升" + (enemy.hpBuff || 0) + "%,攻击提升" + (enemy.atkBuff || 0) + "%,防御提升" + (enemy.defBuff || 0) + "%" + (enemy.haloAdd ? "可叠加" : "不可叠加"); }, "#e6e099", 1],
[26, "支援", "当周围一圈的怪物受到攻击时将上前支援,并组成小队战斗。", "#77c0b6", 1],
[27, "捕捉", function (enemy) { return "当走到怪物周围" + (enemy.zoneSquare ? "九宫格" : "十字") + "时会强制进行战斗。"; }, "#c0ddbb"]
];
},
"getEnemyInfo": function (enemy, hero, x, y, floorId) {
},
"enemys": {
"getSpecials": function () {
// 获得怪物的特殊属性,每一行定义一个特殊属性。
// 分为五项,第一项为该特殊属性的数字,第二项为特殊属性的名字,第三项为特殊属性的描述
// 第四项为该特殊属性的颜色,可以写十六进制 #RRGGBB 或者 [r,g,b,a] 四元数组
// 第五项为该特殊属性的标记;目前 1 代表是地图类技能(需要进行遍历全图)
// 名字和描述可以直接写字符串也可以写个function将怪物传进去
return [
[1, "先攻", "怪物率先攻击", "#e5de0d"],
[2, "魔攻", "怪物攻击无视基础防御", "#ffc080"],
[3, "坚固", "怪物防御小于勇士攻击时,怪物防御=勇士攻击-1", "#c0c0c0"],
[4, "2连击", "每回合怪物2次攻击", "#ffff80"],
[5, "3连击", "每回合怪物3次攻击", "#ffff80"],
[6, function (enemy) { return (enemy.n || '') + "连击"; }, function (enemy) { return "怪物每回合攻击" + (enemy.n || 4) + "次"; }, "#ffee77"],
[7, "破甲", function (enemy) { return "战斗前,怪物附加角色防御的" + Math.floor(100 * (enemy.breakArmor || core.values.breakArmor || 0)) + "%作为伤害"; }, "#88c0ff"],
[8, "反击", function (enemy) { return "战斗时,怪物每回合附加角色攻击的" + Math.floor(100 * (enemy.counterAttack || core.values.counterAttack || 0)) + "%作为伤害,无视角色防御"; }, "#ffaa44"],
[9, "净化", function (enemy) { return "战斗前,怪物附加角色护盾的" + (enemy.purify || core.values.purify) + "倍作为伤害"; }, "#80eed6"],
[10, "模仿", "怪物的攻防和角色攻防相等", "#b0c0dd"],
[11, "吸血", function (enemy) { return "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"],
[12, "中毒", "每走一步会损失15点生命值", "#80ff80"],
[13, "衰弱", "勇士攻防降低" + (core.values.weakValue >= 1 ? core.values.weakValue + "点" : parseInt(core.values.weakValue * 100) + "%"), "#fb7ff8"],
[14, "诅咒", "战斗后,角色陷入诅咒状态,战斗无法获得金币和经验", "#bbeef0"],
[15, "领域", function (enemy) { return "靠近怪物时受到伤害" + (enemy.zone || 0) + "点"; }, "#ff32c8"],
[16, "夹击", "经过两只相同的怪物中间,角色生命值变成一半", "#bb99ee"],
[17, "仇恨", "战斗前,怪物附加之前积累的仇恨值作为伤害;战斗后,释放一半的仇恨值。(每杀死一个怪物获得" + (core.values.hatred || 0) + "点仇恨值)", "#b0b666"],
[18, "阻击", function (enemy) { return "经过怪物周围" + (enemy.zoneSquare ? "九宫格" : "十字") + "时自动减生命" + (enemy.repulse || 0) + "点,同时怪物后退一格"; }, "#8888e6"],
[19, "自爆", "战斗后角色的生命值变成1", "#ff6666"],
[20, "无敌", "角色无法打败怪物,除非拥有十字架", "#aaaaaa"],
[21, "退化", function (enemy) { return "战斗后角色永久下降" + (enemy.atkValue || 0) + "点攻击和" + (enemy.defValue || 0) + "点防御"; }],
[22, "固伤", function (enemy) { return "战斗前,怪物对角色造成" + (enemy.damage || 0) + "点固定伤害,未开启负伤时无视角色护盾。"; }, "#ff9977"],
[23, "重生", "怪物被击败后,角色转换楼层则怪物将再次出现", "#a0e0ff"],
[24, "激光", function (enemy) { return "经过怪物同行或同列时自动减生命" + (enemy.laser || 0) + "点"; }, "#dda0dd"],
[25, "光环", function (enemy) { return (enemy.range != null ? ((enemy.haloSquare ? "该怪物九宫格" : "该怪物十字") + enemy.haloRange + "格范围内") : "同楼层所有") + "怪物生命提升" + (enemy.hpBuff || 0) + "%,攻击提升" + (enemy.atkBuff || 0) + "%,防御提升" + (enemy.defBuff || 0) + "%" + (enemy.haloAdd ? "可叠加" : "不可叠加"); }, "#e6e099", 1],
[26, "支援", "当周围一圈的怪物受到攻击时将上前支援,并组成小队战斗。", "#77c0b6", 1],
[27, "捕捉", function (enemy) { return "当走到怪物周围" + (enemy.zoneSquare ? "九宫格" : "十字") + "时会强制进行战斗。"; }, "#c0ddbb"]
];
},
"getEnemyInfo": function (enemy, hero, x, y, floorId) {
// 获得某个怪物变化后的数据;该函数将被伤害计算和怪物手册使用
// 例如:坚固、模仿、仿攻等等
//
@ -646,7 +645,7 @@ var functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a =
"guards": guards, // 返回支援情况
};
},
"getDamageInfo": function (enemy, hero, x, y, floorId) {
"getDamageInfo": function (enemy, hero, x, y, floorId) {
// 获得战斗伤害信息(实际伤害计算函数)
//
// 参数说明:
@ -804,9 +803,9 @@ var functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a =
"damage": Math.floor(damage)
};
}
},
"actions": {
"onKeyUp": function (keyCode, altKey) {
},
"actions": {
"onKeyUp": function (keyCode, altKey) {
// 键盘按键处理,可以在这里自定义快捷键列表
// keyCode当前按键的keyCode每个键的keyCode自行百度
// altKeyAlt键是否被按下为true代表同时按下了Alt键
@ -987,7 +986,7 @@ var functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a =
}
},
"onStatusBarClick": function (px, py, vertical) {
"onStatusBarClick": function (px, py, vertical) {
// 点击状态栏时触发的事件,仅在自绘状态栏开启时生效
// px和py为点击的像素坐标
// vertical为录像播放过程中的横竖屏信息
@ -1055,9 +1054,9 @@ var functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a =
*/
}
},
"control": {
"saveData": function () {
},
"control": {
"saveData": function () {
// 存档操作,此函数应该返回“具体要存档的内容”
// 差异化存储values
@ -1082,7 +1081,7 @@ var functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a =
return data;
},
"loadData": function (data, callback) {
"loadData": function (data, callback) {
// 读档操作;从存储中读取了内容后的行为
// 重置游戏和路线
@ -1122,7 +1121,7 @@ var functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a =
});
core.plugin.donghuas();
},
"getStatusLabel": function (name) {
"getStatusLabel": function (name) {
// 返回某个状态英文名的对应中文标签如atk -> 攻击def -> 防御等。
// 请注意此项仅影响 libs/ 下的内容(如绘制怪物手册、数据统计等)
// 自行定义的(比如获得道具效果)中用到的“攻击+3”等需要自己去对应地方修改
@ -1143,7 +1142,7 @@ var functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a =
steps: "步数",
}[name] || name;
},
"triggerDebuff": function (action, type) {
"triggerDebuff": function (action, type) {
// 毒衰咒效果的获得与解除
// action获得还是解除'get'表示获得,'remove'表示解除
// type一个数组表示获得了哪些毒衰咒效果poison, weakcurse
@ -1201,7 +1200,7 @@ var functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a =
if (success) core.playSound('回血');
}
},
"updateStatusBar": function () {
"updateStatusBar": function () {
// 更新状态栏
// 检查等级
@ -1285,7 +1284,7 @@ var functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a =
// updateDamage只能在此处执行更新全地图显伤
core.updateDamage();
},
"updateCheckBlock": function (floorId) {
"updateCheckBlock": function (floorId) {
// 领域、夹击、阻击等的伤害值计算
floorId = floorId || core.status.floorId;
if (!floorId || !core.status.maps) return;
@ -1496,7 +1495,7 @@ var functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a =
cache: {} // clear cache
};
},
"moveOneStep": function (callback) {
"moveOneStep": function (callback) {
// 勇士每走一步后执行的操作。callback为行走完毕后的回调
// 这个函数执行在“刚走完”的时候,即还没有检查该点的事件和领域伤害等。
// 请注意:瞬间移动不会执行该函数。如果要控制能否瞬间移动有三种方法:
@ -1559,7 +1558,7 @@ var functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a =
// 如需强行终止行走可以在这里条件判定:
// core.stopAutomaticRoute();
},
"moveDirectly": function (x, y, ignoreSteps) {
"moveDirectly": function (x, y, ignoreSteps) {
// 瞬间移动x,y为要瞬间移动的点ignoreSteps为减少的步数可能之前已经被计算过
// 返回true代表成功瞬移false代表没有成功瞬移
@ -1598,7 +1597,7 @@ var functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a =
}
return false;
},
"parallelDo": function (timestamp) {
"parallelDo": function (timestamp) {
// 并行事件处理,可以在这里写任何需要并行处理的脚本或事件
// 该函数将被系统反复执行每次执行间隔视浏览器或设备性能而定一般约为16.6ms一次
// 参数timestamp为“从游戏资源加载完毕到当前函数执行时”的时间差以毫秒为单位
@ -1615,9 +1614,9 @@ var functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a =
}
}
}
},
"ui": {
"getToolboxItems": function (cls) {
},
"ui": {
"getToolboxItems": function (cls) {
// 获得道具栏中当前某类型道具的显示项和显示顺序
// cls为道具类型只可能是 tools, constants 和 equips
// 返回一个数组,代表当前某类型道具的显示内容和顺序
@ -1627,100 +1626,111 @@ var functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a =
.filter(function (id) { return !core.material.items[id].hideInToolbox; })
.sort( /*function (id1, id2) { return core.material.items[id1].name <= core.material.items[id2].name ? -1 : 1 }*/);
},
"drawStatusBar": function () {
if (!core.status.floorId) return;
if (core.status.floorId == 'nandu') core.clearMap('caidan');
else core.drawImage('caidan','caidan.png',-161,0);
core.dom.caidan1Ctx.drawImage(core.material.images.images['caidan.png'],0,0)
var ctx, fill = function (text, x, y, style) {
core.ui.setFont(ctx, /*(/\w+/.test(text) ? 'italic ' : '') + */'21px fzchyjw');
core.ui.fillText(ctx, text, x, y, style);
}, fill1 = function (text, x, y, style) {
core.ui.setFont(ctx, '10px fzchyjw');
core.ui.fillText(ctx, text, x, y, style);
};
if (core.flags.statusCanvas) { // 系统开关「自绘状态栏」开启
core.ui.clearMap(ctx = core.dom.statusCanvasCtx); // 清空状态栏
core.ui.setFillStyle(ctx, core.status.globalAttribute.statusBarColor);
if (core.domStyle.isVertical) { // 竖屏
core.drawImage(ctx, core.statusBar.icons.floor, 6, 6, 25, 25);
fill((core.status.thisMap || {}).name || "Loading", 42, 26);
core.drawImage(ctx, core.statusBar.icons.hp, 137, 6, 25, 25);
fill(core.formatBigNumber(core.getRealStatus('hp')), 173, 26);
core.drawImage(ctx, core.statusBar.icons.atk, 268, 6, 25, 25);
fill(core.formatBigNumber(core.getRealStatus('atk')), 304, 26);
core.drawImage(ctx, core.statusBar.icons.def, 6, 38, 25, 25);
fill(core.formatBigNumber(core.getRealStatus('def')), 42, 58);
core.drawImage(ctx, core.statusBar.icons.mdef, 137, 38, 25, 25);
fill(core.formatBigNumber(core.getRealStatus('mdef')), 173, 58);
core.drawImage(ctx, core.statusBar.icons.money, 268, 38, 25, 25);
fill(core.formatBigNumber(core.status.hero.money), 304, 58);
core.drawImage(ctx, core.statusBar.icons.exp, 6, 70, 25, 25);
fill(core.formatBigNumber(core.status.hero.exp), 42, 90);
} else if (!core.flags.extendToolbar) { // 横屏且未隐藏状态栏
core.drawImage(ctx, core.material.images.images[flags.hard == 4 ? 'status.png' : 'status2.png'],0,63);
core.drawImage(ctx, core.statusBar.icons.floor, 124, 24, 32, 32);
ctx.textAlign = 'left';
fill((core.status.thisMap || {}).title || "Loading", 0, 49, '#000000');
//core.drawImage(ctx, core.statusBar.icons.hp, 6, 43, 25, 25);
ctx.textAlign = 'right';
fill(core.formatBigNumber(core.getRealStatus('hp')), 107, 91, '#000000');
//core.drawImage(ctx, core.statusBar.icons.atk, 6, 77, 25, 25);
fill(core.formatBigNumber(core.getRealStatus('atk')), 107, 91 + 35, '#000000');
//core.drawImage(ctx, core.statusBar.icons.def, 6, 111, 25, 25);
fill(core.formatBigNumber(core.getRealStatus('def')), 107, 91 + 35 + 36, '#000000');
//core.drawImage(ctx, core.statusBar.icons.mdef, 6, 145, 25, 25);
//core.drawImage(ctx, core.statusBar.icons.money, 6, 179, 25, 25);
fill(core.formatBigNumber(core.status.hero.exp), 107, 91 + 35 + 36 + 34, '#000000');
//core.drawImage(ctx, core.statusBar.icons.exp, 6, 213, 25, 25);
fill(core.formatBigNumber(core.status.hero.money), 107, 91 + 35 + 36 + 34 + 32, '#000000');
fill(core.getFlag("juqing", 0), 107, 91 + 35 + 36 + 34 + 32 + 32, '#FF0000');
ctx.textAlign = 'left';
if (flags.hard - 4) fill1('[' + core.formatBigNumber(core.getRealStatus('mdef')) + ']', 76, 174, '#FF1495');
core.drawImage(ctx, core.material.images.items, 0, 0, 32, 128, 13, 300, 28, 112);
fill('黄钥匙', 50, 320, '#FFFF80');
fill('蓝钥匙', 50, 320 + 28, '#80FFFF');
fill('红钥匙', 50, 320 + 56, '#FF8080');
fill('黑钥匙', 50, 320 + 84, '#000000');
ctx.textAlign = 'right';
fill(core.itemCount('yellowKey'), 140, 320, '#FFFF80');
fill(core.itemCount('blueKey'), 140, 320 + 28, '#80FFFF');
fill(core.itemCount('redKey'), 140, 320 + 56, '#FF8080');
fill(core.itemCount('greenKey'), 140, 320 + 84, '#000000');
core.drawImage(ctx, core.material.images.images[['00005.png','00001.png','00002.png','00003.png','00004.png','00005.png'][flags.hard || 0]], 7, 404 - [0,10,10,0,0,0][flags.hard || 0]);
ctx.textAlign = 'left';
if (flags.poison) fill("中毒", 8, 282, '#00CD00');
if (flags.weak) fill("衰弱", 64, 282, '#FF1493');
}
} else if (core.flags.extendToolbar && !core.domStyle.isVertical) { // 横屏且隐藏状态栏
if (!core.dymCanvas['status'])
core.ui.createCanvas('status', 0, 0, core._PX_, core._PY_, 66); // 刚好盖过显伤层
core.ui.clearMap(ctx = core.dymCanvas['status']);
core.ui.setFillStyle(ctx, core.status.globalAttribute.statusBarColor);
var offset = core.status.hero.loc.x - core.bigmap.offsetX / 32 >= core._HEIGHT_ ? 0 : core._PY_;
core.ui.setAlpha(ctx, 0.75);
core.ui.drawWindowSkin('winskin.png', ctx, offset, 0, core._PX_ - core._PY_, core._PY_);
core.ui.setAlpha(ctx, 1);
core.drawImage(ctx, core.statusBar.icons.floor, 6 + offset, 9, 25, 25);
fill((core.status.thisMap || {}).name || "Loading", 42 + offset, 29);
core.drawImage(ctx, core.statusBar.icons.hp, 6 + offset, 43, 25, 25);
fill(core.formatBigNumber(core.getRealStatus('hp')), 42 + offset, 63);
core.drawImage(ctx, core.statusBar.icons.atk, 6 + offset, 77, 25, 25);
fill(core.formatBigNumber(core.getRealStatus('atk')), 42 + offset, 97);
core.drawImage(ctx, core.statusBar.icons.def, 6 + offset, 111, 25, 25);
fill(core.formatBigNumber(core.getRealStatus('def')), 42 + offset, 131);
core.drawImage(ctx, core.statusBar.icons.mdef, 6 + offset, 145, 25, 25);
fill(core.formatBigNumber(core.getRealStatus('mdef')), 42 + offset, 165);
core.drawImage(ctx, core.statusBar.icons.money, 6 + offset, 179, 25, 25);
fill(core.formatBigNumber(core.status.hero.money), 42 + offset, 199);
core.drawImage(ctx, core.statusBar.icons.exp, 6 + offset, 213, 25, 25);
fill(core.formatBigNumber(core.status.hero.exp), 42 + offset, 233);
fill(core.setTwoDigits(core.itemCount('yellowKey')), 11 + offset, 267, '#FFCCAA');
fill(core.setTwoDigits(core.itemCount('blueKey')), 46 + offset, 267, '#AAAADD');
fill(core.setTwoDigits(core.itemCount('redKey')), 81 + offset, 267, '#FF8888');
}
"drawStatusBar": function () {
if (!core.status.floorId) return;
if (core.status.floorId == 'nandu') core.clearMap('caidan');
else core.drawImage('caidan', 'caidan.png', -161, 0);
core.dom.caidan1Ctx.drawImage(core.material.images.images['caidan.png'], 0, 0)
var ctx, fill = function (text, x, y, style) {
core.ui.setFont(ctx, /*(/\w+/.test(text) ? 'italic ' : '') + */ '21px fzchyjw');
core.ui.fillText(ctx, text, x, y, style);
},
"drawStatistics": function () {
fill1 = function (text, x, y, style) {
core.ui.setFont(ctx, '10px fzchyjw');
core.ui.fillText(ctx, text, x, y, style);
};
//回忆画面
if (core.status.hero.flags.Memories_grayscale) {
core.drawImage('caidan', 'caidan_grayscale.png', -161, 0);
core.dom.caidan1Ctx.drawImage(core.material.images.images['caidan_grayscale.png'], 0, 0)
return;
}
if (core.flags.statusCanvas) { // 系统开关「自绘状态栏」开启
core.ui.clearMap(ctx = core.dom.statusCanvasCtx); // 清空状态栏
core.ui.setFillStyle(ctx, core.status.globalAttribute.statusBarColor);
if (core.domStyle.isVertical) { // 竖屏
core.drawImage(ctx, core.statusBar.icons.floor, 6, 6, 25, 25);
fill((core.status.thisMap || {}).name || "Loading", 42, 26);
core.drawImage(ctx, core.statusBar.icons.hp, 137, 6, 25, 25);
fill(core.formatBigNumber(core.getRealStatus('hp')), 173, 26);
core.drawImage(ctx, core.statusBar.icons.atk, 268, 6, 25, 25);
fill(core.formatBigNumber(core.getRealStatus('atk')), 304, 26);
core.drawImage(ctx, core.statusBar.icons.def, 6, 38, 25, 25);
fill(core.formatBigNumber(core.getRealStatus('def')), 42, 58);
core.drawImage(ctx, core.statusBar.icons.mdef, 137, 38, 25, 25);
fill(core.formatBigNumber(core.getRealStatus('mdef')), 173, 58);
core.drawImage(ctx, core.statusBar.icons.money, 268, 38, 25, 25);
fill(core.formatBigNumber(core.status.hero.money), 304, 58);
core.drawImage(ctx, core.statusBar.icons.exp, 6, 70, 25, 25);
fill(core.formatBigNumber(core.status.hero.exp), 42, 90);
} else if (!core.flags.extendToolbar) { // 横屏且未隐藏状态栏
core.drawImage(ctx, core.material.images.images[flags.hard == 4 ? 'status.png' : 'status2.png'], 0, 63);
core.drawImage(ctx, core.statusBar.icons.floor, 124, 24, 32, 32);
ctx.textAlign = 'left';
fill((core.status.thisMap || {}).title || "Loading", 0, 49, '#000000');
//core.drawImage(ctx, core.statusBar.icons.hp, 6, 43, 25, 25);
ctx.textAlign = 'right';
fill(core.formatBigNumber(core.getRealStatus('hp')), 107, 91, '#000000');
//core.drawImage(ctx, core.statusBar.icons.atk, 6, 77, 25, 25);
fill(core.formatBigNumber(core.getRealStatus('atk')), 107, 91 + 35, '#000000');
//core.drawImage(ctx, core.statusBar.icons.def, 6, 111, 25, 25);
fill(core.formatBigNumber(core.getRealStatus('def')), 107, 91 + 35 + 36, '#000000');
//core.drawImage(ctx, core.statusBar.icons.mdef, 6, 145, 25, 25);
//core.drawImage(ctx, core.statusBar.icons.money, 6, 179, 25, 25);
fill(core.formatBigNumber(core.status.hero.exp), 107, 91 + 35 + 36 + 34, '#000000');
//core.drawImage(ctx, core.statusBar.icons.exp, 6, 213, 25, 25);
fill(core.formatBigNumber(core.status.hero.money), 107, 91 + 35 + 36 + 34 + 32, '#000000');
fill(core.getFlag("juqing", 0), 107, 91 + 35 + 36 + 34 + 32 + 32, '#FF0000');
ctx.textAlign = 'left';
if (flags.hard - 4) fill1('[' + core.formatBigNumber(core.getRealStatus('mdef')) + ']', 76, 174, '#FF1495');
core.drawImage(ctx, core.material.images.items, 0, 0, 32, 128, 13, 300, 28, 112);
fill('黄钥匙', 50, 320, '#FFFF80');
fill('蓝钥匙', 50, 320 + 28, '#80FFFF');
fill('红钥匙', 50, 320 + 56, '#FF8080');
fill('黑钥匙', 50, 320 + 84, '#000000');
ctx.textAlign = 'right';
fill(core.itemCount('yellowKey'), 140, 320, '#FFFF80');
fill(core.itemCount('blueKey'), 140, 320 + 28, '#80FFFF');
fill(core.itemCount('redKey'), 140, 320 + 56, '#FF8080');
fill(core.itemCount('greenKey'), 140, 320 + 84, '#000000');
core.drawImage(ctx, core.material.images.images[['00005.png', '00001.png', '00002.png', '00003.png', '00004.png', '00005.png'][flags.hard || 0]], 7, 404 - [0, 10, 10, 0, 0, 0][flags.hard || 0]);
ctx.textAlign = 'left';
if (flags.poison) fill("中毒", 8, 282, '#00CD00');
if (flags.weak) fill("衰弱", 64, 282, '#FF1493');
}
} else if (core.flags.extendToolbar && !core.domStyle.isVertical) { // 横屏且隐藏状态栏
if (!core.dymCanvas['status'])
core.ui.createCanvas('status', 0, 0, core._PX_, core._PY_, 66); // 刚好盖过显伤层
core.ui.clearMap(ctx = core.dymCanvas['status']);
core.ui.setFillStyle(ctx, core.status.globalAttribute.statusBarColor);
var offset = core.status.hero.loc.x - core.bigmap.offsetX / 32 >= core._HEIGHT_ ? 0 : core._PY_;
core.ui.setAlpha(ctx, 0.75);
core.ui.drawWindowSkin('winskin.png', ctx, offset, 0, core._PX_ - core._PY_, core._PY_);
core.ui.setAlpha(ctx, 1);
core.drawImage(ctx, core.statusBar.icons.floor, 6 + offset, 9, 25, 25);
fill((core.status.thisMap || {}).name || "Loading", 42 + offset, 29);
core.drawImage(ctx, core.statusBar.icons.hp, 6 + offset, 43, 25, 25);
fill(core.formatBigNumber(core.getRealStatus('hp')), 42 + offset, 63);
core.drawImage(ctx, core.statusBar.icons.atk, 6 + offset, 77, 25, 25);
fill(core.formatBigNumber(core.getRealStatus('atk')), 42 + offset, 97);
core.drawImage(ctx, core.statusBar.icons.def, 6 + offset, 111, 25, 25);
fill(core.formatBigNumber(core.getRealStatus('def')), 42 + offset, 131);
core.drawImage(ctx, core.statusBar.icons.mdef, 6 + offset, 145, 25, 25);
fill(core.formatBigNumber(core.getRealStatus('mdef')), 42 + offset, 165);
core.drawImage(ctx, core.statusBar.icons.money, 6 + offset, 179, 25, 25);
fill(core.formatBigNumber(core.status.hero.money), 42 + offset, 199);
core.drawImage(ctx, core.statusBar.icons.exp, 6 + offset, 213, 25, 25);
fill(core.formatBigNumber(core.status.hero.exp), 42 + offset, 233);
fill(core.setTwoDigits(core.itemCount('yellowKey')), 11 + offset, 267, '#FFCCAA');
fill(core.setTwoDigits(core.itemCount('blueKey')), 46 + offset, 267, '#AAAADD');
fill(core.setTwoDigits(core.itemCount('redKey')), 81 + offset, 267, '#FF8888');
}
},
"drawStatistics": function () {
// 浏览地图时参与的统计项目
return [
@ -1736,7 +1746,7 @@ var functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a =
// 在这里可以增加新的ID来进行统计个数只能增加道具ID
];
},
"drawAbout": function () {
"drawAbout": function () {
// 绘制“关于”界面
core.ui.closePanel();
core.lockControl();
@ -1764,5 +1774,5 @@ var functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a =
// TODO: 写自己的“关于”页面每次增加32像素即可
core.playSound('打开界面');
}
}
}
}

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@ -451,47 +451,47 @@ var plugins_bb40132b_638b_4a9f_b028_d3fe47acc8d1 =
var selection = y - topIndex;
core.status.event.selection = selection;
switch (selection) {
case 0:
core.status.event.selection = 0;
core.playSound('确定');
core.ui._drawSwitchs();
break;
case 1:
// core.playSound('确定');
core.ui._drawKeyBoard();
break;
case 2:
// core.playSound('确定');
core.clearUI();
core.ui._drawViewMaps();
break;
case 3:
core.status.event.selection = 0;
core.playSound('确定');
core.ui._drawNotes();
break;
case 4:
core.status.event.selection = 0;
core.playSound('确定');
core.ui._drawSyncSave();
break;
case 5:
core.status.event.selection = 0;
core.playSound('确定');
core.ui._drawGameInfo();
break;
case 6:
return core.confirmRestart();
case 7:
core.playSound('取消');
core.ui.closePanel();
break;
case 8:
core.playSound('确定');
core.setFlag("itemDetail", !core.getFlag("itemDetail"));
core.getItemDetail();
core.ui.closePanel();
break;
case 0:
core.status.event.selection = 0;
core.playSound('确定');
core.ui._drawSwitchs();
break;
case 1:
// core.playSound('确定');
core.ui._drawKeyBoard();
break;
case 2:
// core.playSound('确定');
core.clearUI();
core.ui._drawViewMaps();
break;
case 3:
core.status.event.selection = 0;
core.playSound('确定');
core.ui._drawNotes();
break;
case 4:
core.status.event.selection = 0;
core.playSound('确定');
core.ui._drawSyncSave();
break;
case 5:
core.status.event.selection = 0;
core.playSound('确定');
core.ui._drawGameInfo();
break;
case 6:
return core.confirmRestart();
case 7:
core.playSound('取消');
core.ui.closePanel();
break;
case 8:
core.playSound('确定');
core.setFlag("itemDetail", !core.getFlag("itemDetail"));
core.getItemDetail();
core.ui.closePanel();
break;
}
}
return;
@ -506,7 +506,7 @@ var plugins_bb40132b_638b_4a9f_b028_d3fe47acc8d1 =
if (num > 1) text += "x" + num;
if (itemCls === 'items' && num == 1) text += core.items.getItemEffectTip(id);
core.drawTip(text, id);
// --- 首次获得道具的提示
if (!core.hasFlag("__itemHint__")) core.setFlag("__itemHint__", []);
var itemHint = core.getFlag("__itemHint__");
@ -514,38 +514,37 @@ var plugins_bb40132b_638b_4a9f_b028_d3fe47acc8d1 =
var hint = core.material.items[id].text || "该道具暂无描述";
try {
hint = core.replaceText(hint);
} catch (e) { }
} catch (e) {}
if (!core.status.event.id || core.status.event.id == 'action') {
core.insertAction("\t[" + core.material.items[id].name + "," + id + "]\b[center]" + hint + "\n"
+ (id.endsWith('Key') ? "(钥匙类道具,遇到对应的门时自动打开)"
: itemCls == 'tools' ? "消耗类道具请按T在道具栏使用"
: itemCls == 'constants' ? "永久类道具请按T在道具栏使用"
: itemCls == 'equips' ? "装备类道具请按Q在装备栏进行装备" : ""));
core.insertAction("\t[" + core.material.items[id].name + "," + id + "]\b[center]" + hint + "\n" +
(id.endsWith('Key') ? "(钥匙类道具,遇到对应的门时自动打开)" :
itemCls == 'tools' ? "消耗类道具请按T在道具栏使用" :
itemCls == 'constants' ? "永久类道具请按T在道具栏使用" :
itemCls == 'equips' ? "装备类道具请按Q在装备栏进行装备" : ""));
}
itemHint.push(id);
}
this.afterGetItem(id, x, y, isGentleClick);
if (callback) callback();
}
core.enemys.getDamageString = function (enemy, x, y, floorId) {
if (typeof enemy == 'string') enemy = core.material.enemys[enemy];
var damage = this.getDamage(enemy, x, y, floorId);
var color = '#000000';
if (damage == null) {
damage = "???";
color = '#FF2222';
}
else {
} else {
if (damage < 0) color = '#11FF11';
else if (damage == 0) color = '#FFFFFF';
else if (damage < core.status.hero.hp / 3) color = '#FFFF00';
else if (damage < core.status.hero.hp * 2 / 3) color = '#FF9933';
else if (damage < core.status.hero.hp) color = '#FF9933';
else color = '#FF2222';
damage = core.formatBigNumber(damage, true);
if (core.enemys.hasSpecial(enemy, 19))
damage += "+";
@ -554,7 +553,7 @@ var plugins_bb40132b_638b_4a9f_b028_d3fe47acc8d1 =
if (core.enemys.hasSpecial(enemy, 11))
damage += "^";
}
return {
"damage": damage,
"color": color
@ -562,10 +561,325 @@ var plugins_bb40132b_638b_4a9f_b028_d3fe47acc8d1 =
}
core.ui._drawBook_drawBackground = function () {
core.setAlpha('ui', 1);
core.setFillStyle('ui', '#000000');
core.fillRect('ui', 0, 0, core._PX_, core._PY_);
core.drawWindowSkin('winskin.png', 'ui', 0, 0, core._PX_, core._PY_);
//core.setFillStyle('ui', '#000000');
//core.fillRect('ui', 0, 0, core._PX_, core._PY_);删除绘制的黑底
core.createCanvas('bookBg', 0, 0, 480, 480, 138); ///创建一个动态画布用于绘制手册bg
core.drawWindowSkin('winskin.png', 'bookBg', 0, 0, core._PX_, core._PY_);
}
ui.prototype._drawBook_drawOne = function (floorId, index, enemy, pageinfo, selected) {
var top = pageinfo.per_height * index + pageinfo.padding_top; // 最上面margin默认是12px
enemy.floorId = floorId;
// 横向规划:
// 22 + 42 = 64 是头像框
this._drawBook_drawBox(index, enemy, top, pageinfo);
var left = 64,
total_width = core._PX_ - left;
var name_width = total_width * 10 / 35;
this._drawBook_drawName(index, enemy, top, left, name_width);
this._drawBook_drawContent(index, enemy, top, left + name_width);
if (selected)
core.drawUIEventSelector(1, 'winskin.png', 10, top + 1, core._PX_ - 10 * 2, pageinfo.per_height, 139); ////绘制光标
//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
}
ui.prototype._drawBook_drawBox = function (index, enemy, top, pageinfo) {
// 横向22+42纵向10 + 42 + 10正好居中内部图像 32x32
var border_top = top + (pageinfo.per_height - 42) / 2,
border_left = 22;
var img_top = border_top + 5,
img_left = border_left + 5;
//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];
@ -581,9 +895,9 @@ var plugins_bb40132b_638b_4a9f_b028_d3fe47acc8d1 =
core.fillText('ui', '浏览地图时也', core._PX_ - 10, core._PY_ - 23, '#aaaaaa', this._buildFont(10, false));
core.fillText('ui', '可楼层跳跃!', core._PX_ - 10, core._PY_ - 11, null, this._buildFont(10, false));
core.setTextAlign('ui', 'center');
var middle = core._PY_ / 2 + 39;
// 换行
var lines = core.splitLines('ui', title, 120, this._buildFont(19, true));
var start_y = middle - (lines.length - 1) * 11;
@ -2999,24 +3313,51 @@ 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
// 准备渐变
this.maskPrepare = function () {
// 执行后画面将凝固
core.createCanvas("mask", 0, 0, core.__PIXELS__, core.__PIXELS__, 155);
for (var m in core.canvas) {
core.dymCanvas.mask.drawImage(core.canvas[m].canvas, 0, 0);
};
}
// 执行渐变
this.maskFliter = function (time, sample) { // sample为渐变图名称渐变图需要在全塔属性注册
var tempCanvas = core.bigmap.tempCanvas;
var tempWidth = core.__PIXELS__,
tempHeight = core.__PIXELS__;
tempCanvas.canvas.width = tempWidth;
tempCanvas.canvas.height = tempHeight;
tempCanvas.clearRect(0, 0, tempWidth, tempHeight);
tempCanvas.drawImage(core.material.images.images[sample], 0, 0, tempWidth, tempHeight);
// 读取渐变图开始处理
var sampleData = tempCanvas.getImageData(0, 0, tempWidth, tempHeight);
var processData = core.dymCanvas.mask.getImageData(0, 0, tempWidth, tempHeight);
tempCanvas.clearRect(0, 0, tempWidth, tempHeight);
var timer = 0;
var animate = setInterval(function () {
timer++;
for (var i = 0; i < sampleData.data.length; i += 4) {
if (sampleData.data[i] < timer) {
processData.data[i] = 0;
processData.data[i + 1] = 0;
processData.data[i + 2] = 0;
processData.data[i + 3] = 0;
}
}
core.dymCanvas.mask.putImageData(processData, 0, 0);
if (timer == 255) {
delete core.animateFrame.asyncId[animate];
clearInterval(animate);
core.deleteCanvas("mask");
}
}, time / 256);
core.animateFrame.asyncId[animate] = true;
}
}
}