@ -257,74 +257,74 @@ var functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a =
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
							return  true ; 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
						} , 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
				        "afterBattle" :  function  ( enemyId ,  x ,  y )  { 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
						 	// 战斗结束后触发的事件
 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
					// 战斗结束后触发的事件
 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
				
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
						 	var  enemy  =  core . material . enemys [ enemyId ] ; 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
						 	var  special  =  enemy . special ; 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
					var  enemy  =  core . material . enemys [ enemyId ] ; 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
					var  special  =  enemy . special ; 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
				
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
						 	// 播放战斗音效和动画
 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
						 	// 默认播放的动画;你也可以使用
 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
							var  animate  =  'hand  ';  // 默认动画
 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
						 	// 检查当前装备是否存在攻击动画
 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
						 	var  equipId  =  core . getEquip ( 0 ) ; 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
						 	if  ( equipId  &&  ( core . material . items [ equipId ] . equip  ||  { } ) . animate ) 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
						 		animate  =  core . material . items [ equipId ] . equip . animate ; 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
						 	// 你也可以在这里根据自己的需要,  比如enemyId或special或flag来修改播放的动画效果
 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
						 	// if (enemyId == '...') animate = '...';
 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
					// 播放战斗音效和动画
 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
					// 默认播放的动画;你也可以使用
 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
					var  animate  =  'daji_bai  ';  // 默认动画
 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
					// 检查当前装备是否存在攻击动画
 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
					var  equipId  =  core . getEquip ( 0 ) ; 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
					if  ( equipId  &&  ( core . material . items [ equipId ] . equip  ||  { } ) . animate ) 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
						animate  =  core . material . items [ equipId ] . equip . animate ; 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
					// 你也可以在这里根据自己的需要,  比如enemyId或special或flag来修改播放的动画效果
 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
					// if (enemyId == '...') animate = '...';
 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
				
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
						 	// 检查该动画是否存在SE,  如果不存在则使用默认音效
 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
						 	if  ( ! ( core . material . animates [ animate ]  ||  { } ) . se ) 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
						 		core . playSound ( 'attack.mp3' ) ; 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
					// 检查该动画是否存在SE,  如果不存在则使用默认音效
 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
					if  ( ! ( core . material . animates [ animate ]  ||  { } ) . se ) 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
						core . playSound ( 'attack.mp3' ) ; 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
				
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
						 	// 播放动画;如果不存在坐标(强制战斗)则播放到勇士自身
 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
						 	if  ( x  !=  null  &&  y  !=  null ) 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
						 		core . drawAnimate ( animate ,  x ,  y ) ; 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
						 	else 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
						 		core . drawHeroAnimate ( animate ) ; 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
					// 播放动画;如果不存在坐标(强制战斗)则播放到勇士自身
 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
					if  ( x  !=  null  &&  y  !=  null ) 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
						core . drawAnimate ( animate ,  x ,  y ) ; 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
					else 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
						core . drawHeroAnimate ( animate ) ; 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
				
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
						 	// 获得战斗伤害信息
 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
						 	var  damageInfo  =  core . getDamageInfo ( enemyId ,  null ,  x ,  y )  ||  { } ; 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
						 	// 战斗伤害
 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
						 	var  damage  =  damageInfo . damage ; 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
						 	// 当前战斗回合数,可用于战后所需的判定
 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
						 	var  turn  =  damageInfo . turn ; 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
						 	// 判定是否致死
 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
						 	if  ( damage  ==  null  ||  damage  >=  core . status . hero . hp )  { 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
						 		core . status . hero . hp  =  0 ; 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
						 		core . updateStatusBar ( false ,  true ) ; 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
						 		core . events . lose ( '战斗失败' ) ; 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
						 		return ; 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
						 	} 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
					// 获得战斗伤害信息
 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
					var  damageInfo  =  core . getDamageInfo ( enemyId ,  null ,  x ,  y )  ||  { } ; 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
					// 战斗伤害
 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
					var  damage  =  damageInfo . damage ; 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
					// 当前战斗回合数,可用于战后所需的判定
 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
					var  turn  =  damageInfo . turn ; 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
					// 判定是否致死
 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
					if  ( damage  ==  null  ||  damage  >=  core . status . hero . hp )  { 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
						core . status . hero . hp  =  0 ; 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
						core . updateStatusBar ( false ,  true ) ; 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
						core . events . lose ( '战斗失败' ) ; 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
						return ; 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
					} 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
				
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
						 	// 扣减体力值并记录统计数据
 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
						 	core . status . hero . hp  -=  damage ; 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
						 	core . status . hero . statistics . battleDamage  +=  damage ; 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
						 	core . status . hero . statistics . battle ++ ; 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
					// 扣减体力值并记录统计数据
 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
					core . status . hero . hp  -=  damage ; 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
					core . status . hero . statistics . battleDamage  +=  damage ; 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
					core . status . hero . statistics . battle ++ ; 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
				
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
						 	// 计算当前怪物的支援怪物
 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
						 	var  guards  =  [ ] ; 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
						 	if  ( x  !=  null  &&  y  !=  null )  { 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
						 		guards  =  core . getFlag ( "__guards__"  +  x  +  "_"  +  y ,  [ ] ) ; 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
						 		core . removeFlag ( "__guards__"  +  x  +  "_"  +  y ) ; 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
						 	} 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
					// 计算当前怪物的支援怪物
 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
					var  guards  =  [ ] ; 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
					if  ( x  !=  null  &&  y  !=  null )  { 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
						guards  =  core . getFlag ( "__guards__"  +  x  +  "_"  +  y ,  [ ] ) ; 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
						core . removeFlag ( "__guards__"  +  x  +  "_"  +  y ) ; 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
					} 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
				
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
						 	core . status . hero . mdef  +=  [ 20 ,  3 ,  2 ,  1 ,  0 ,  20 ] [ core . getFlag ( 'hard' ,  0 ) ] ; 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
						 	// 获得金币
 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
						 	var  money  =  guards . reduce ( function  ( curr ,  g )  { 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
						 		return  curr  +  core . material . enemys [ g [ 2 ] ] . money ; 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
						 	} ,  core . getEnemyValue ( enemy ,  "money" ,  x ,  y ) ) ; 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
						 	if  ( core . hasItem ( 'coin' ) )  money  *=  2 ;  // 幸运金币:双倍
 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
						 	if  ( core . hasFlag ( 'curse' ) )  money  =  0 ;  // 诅咒效果
 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
						 	core . status . hero . money  +=  money ; 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
						 	core . status . hero . statistics . money  +=  money ; 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
					core . status . hero . mdef  +=  [ 20 ,  3 ,  2 ,  1 ,  0 ,  20 ] [ core . getFlag ( 'hard' ,  0 ) ] ; 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
					// 获得金币
 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
					var  money  =  guards . reduce ( function  ( curr ,  g )  { 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
						return  curr  +  core . material . enemys [ g [ 2 ] ] . money ; 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
					} ,  core . getEnemyValue ( enemy ,  "money" ,  x ,  y ) ) ; 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
					if  ( core . hasItem ( 'coin' ) )  money  *=  2 ;  // 幸运金币:双倍
 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
					if  ( core . hasFlag ( 'curse' ) )  money  =  0 ;  // 诅咒效果
 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
					core . status . hero . money  +=  money ; 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
					core . status . hero . statistics . money  +=  money ; 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
				
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
						 	// 获得经验
 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
						 	var  exp  =  guards . reduce ( function  ( curr ,  g )  { 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
						 		return  curr  +  core . material . enemys [ g [ 2 ] ] . exp ; 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
						 	} ,  core . getEnemyValue ( enemy ,  "exp" ,  x ,  y ) ) ; 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
						 	if  ( core . hasFlag ( 'curse' ) )  exp  =  0 ; 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
						 	core . status . hero . exp  +=  exp ; 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
						 	core . status . hero . statistics . exp  +=  exp ; 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
					// 获得经验
 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
					var  exp  =  guards . reduce ( function  ( curr ,  g )  { 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
						return  curr  +  core . material . enemys [ g [ 2 ] ] . exp ; 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
					} ,  core . getEnemyValue ( enemy ,  "exp" ,  x ,  y ) ) ; 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
					if  ( core . hasFlag ( 'curse' ) )  exp  =  0 ; 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
					core . status . hero . exp  +=  exp ; 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
					core . status . hero . statistics . exp  +=  exp ; 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
				
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
							var  hint  =  "打败 "  +  core . getEnemyValue ( enemy ,  "name" ,  x ,  y ) ; 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
							if  ( core . flags . statusBarItems . indexOf ( 'enableMoney' )  >=  0 ) 
 
			
		 
		
	
	
		
			
				
					
					
						
					 
				
			
			 
			 
			
				@ -333,101 +333,101 @@ var functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a =
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
								hint  +=  ','  +  core . getStatusLabel ( 'exp' )  +  '+'  +  exp ;  // hint += ",经验+" + exp;
 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
							if  ( ! core . getFlag ( "isNoTip" ) )  core . drawTip ( hint ,  enemy . id ) ; 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
				
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
						 	// 中毒
 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
						 	if  ( core . enemys . hasSpecial ( special ,  12 ) )  { 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
						 		core . triggerDebuff ( 'get' ,  'poison' ) ; 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
						 	} 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
						 	// 衰弱
 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
						 	if  ( core . enemys . hasSpecial ( special ,  13 ) )  { 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
						 		core . triggerDebuff ( 'get' ,  'weak' ) ; 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
						 	} 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
						 	// 诅咒
 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
						 	if  ( core . enemys . hasSpecial ( special ,  14 ) )  { 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
						 		core . triggerDebuff ( 'get' ,  'curse' ) ; 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
						 	} 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
						 	// 仇恨怪物将仇恨值减半
 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
						 	if  ( core . enemys . hasSpecial ( special ,  17 ) )  { 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
						 		core . setFlag ( 'hatred' ,  Math . floor ( core . getFlag ( 'hatred' ,  0 )  /  2 ) ) ; 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
						 	} 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
						 	// 自爆
 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
						 	if  ( core . enemys . hasSpecial ( special ,  19 ) )  { 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
						 		core . status . hero . statistics . battleDamage  +=  core . status . hero . hp  -  1 ; 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
						 		core . status . hero . hp  =  1 ; 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
						 	} 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
						 	// 退化
 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
						 	if  ( core . enemys . hasSpecial ( special ,  21 ) )  { 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
						 		core . status . hero . atk  -=  ( enemy . atkValue  ||  0 ) ; 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
						 		core . status . hero . def  -=  ( enemy . defValue  ||  0 ) ; 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
						 		if  ( core . status . hero . atk  <  0 )  core . status . hero . atk  =  0 ; 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
						 		if  ( core . status . hero . def  <  0 )  core . status . hero . def  =  0 ; 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
						 	} 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
						 	// 增加仇恨值
 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
						 	core . setFlag ( 'hatred' ,  core . getFlag ( 'hatred' ,  0 )  +  core . values . hatred ) ; 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
					// 中毒
 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
					if  ( core . enemys . hasSpecial ( special ,  12 ) )  { 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
						core . triggerDebuff ( 'get' ,  'poison' ) ; 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
					} 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
					// 衰弱
 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
					if  ( core . enemys . hasSpecial ( special ,  13 ) )  { 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
						core . triggerDebuff ( 'get' ,  'weak' ) ; 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
					} 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
					// 诅咒
 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
					if  ( core . enemys . hasSpecial ( special ,  14 ) )  { 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
						core . triggerDebuff ( 'get' ,  'curse' ) ; 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
					} 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
					// 仇恨怪物将仇恨值减半
 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
					if  ( core . enemys . hasSpecial ( special ,  17 ) )  { 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
						core . setFlag ( 'hatred' ,  Math . floor ( core . getFlag ( 'hatred' ,  0 )  /  2 ) ) ; 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
					} 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
					// 自爆
 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
					if  ( core . enemys . hasSpecial ( special ,  19 ) )  { 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
						core . status . hero . statistics . battleDamage  +=  core . status . hero . hp  -  1 ; 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
						core . status . hero . hp  =  1 ; 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
					} 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
					// 退化
 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
					if  ( core . enemys . hasSpecial ( special ,  21 ) )  { 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
						core . status . hero . atk  -=  ( enemy . atkValue  ||  0 ) ; 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
						core . status . hero . def  -=  ( enemy . defValue  ||  0 ) ; 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
						if  ( core . status . hero . atk  <  0 )  core . status . hero . atk  =  0 ; 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
						if  ( core . status . hero . def  <  0 )  core . status . hero . def  =  0 ; 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
					} 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
					// 增加仇恨值
 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
					core . setFlag ( 'hatred' ,  core . getFlag ( 'hatred' ,  0 )  +  core . values . hatred ) ; 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
				
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
							// 战后的技能处理,比如扣除魔力值
 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
							if  ( core . flags . statusBarItems . indexOf ( 'enableSkill' )  >=  0 )  { 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
								// 检测当前开启的技能类型
 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
								var  skill  =  core . getFlag ( 'skill' ,  0 ) ; 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
								if  ( skill  ==  1 )  {  // 技能1:  二倍斩
 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
									core . status . hero . mana  -=  5 ;  // 扣除5点魔力值
 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
								} 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
								// 关闭技能
 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
								core . setFlag ( 'skill' ,  0 ) ; 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
								core . setFlag ( 'skillName' ,  '无' ) ; 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
							} 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
					// 战后的技能处理,比如扣除魔力值
 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
					if  ( core . flags . statusBarItems . indexOf ( 'enableSkill' )  >=  0 )  { 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
						// 检测当前开启的技能类型
 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
						var  skill  =  core . getFlag ( 'skill' ,  0 ) ; 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
						if  ( skill  ==  1 )  {  // 技能1:  二倍斩
 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
							core . status . hero . mana  -=  5 ;  // 扣除5点魔力值
 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
						} 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
						// 关闭技能
 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
						core . setFlag ( 'skill' ,  0 ) ; 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
						core . setFlag ( 'skillName' ,  '无' ) ; 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
					} 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
					core . addPop ( x  *  32 ,  y  *  32 ,  core . getBlockId ( x ,  y ) ) ; 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
				
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
					// 事件的处理
 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
					var  todo  =  [ ] ; 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
				
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
							// 事件的处理
 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
							var  todo  =  [ ] ; 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
					// 加点事件
 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
					var  point  =  guards . reduce ( function  ( curr ,  g )  { 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
						return  curr  +  core . material . enemys [ g [ 2 ] ] . point ; 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
					} ,  core . getEnemyValue ( enemy ,  "point" ,  x ,  y ) )  ||  0 ; 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
					if  ( core . flags . enableAddPoint  &&  point  >  0 )  { 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
						core . push ( todo ,  [ {  "type" :  "insert" ,  "name" :  "加点事件" ,  "args" :  [ point ]  } ] ) ; 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
					} 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
				
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
							// 加点事件
 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
							var  point  =  guards . reduce ( function  ( curr ,  g )  { 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
								return  curr  +  core . material . enemys [ g [ 2 ] ] . point ; 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
							} ,  core . getEnemyValue ( enemy ,  "point" ,  x ,  y ) )  ||  0 ; 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
							if  ( core . flags . enableAddPoint  &&  point  >  0 )  { 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
								core . push ( todo ,  [ {  "type" :  "insert" ,  "name" :  "加点事件" ,  "args" :  [ point ]  } ] ) ; 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
							} 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
					// 战后事件
 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
					if  ( core . status . floorId  !=  null )  { 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
						core . push ( todo ,  core . floors [ core . status . floorId ] . afterBattle [ x  +  ","  +  y ] ) ; 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
					} 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
					core . push ( todo ,  enemy . afterBattle ) ; 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
				
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
							// 战后事件
 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
							if  ( core . status . floorId  !=  null )  { 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
								core . push ( todo ,  core . floors [ core . status . floorId ] . afterBattle [ x  +  ","  +  y ] ) ; 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
							} 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
							core . push ( todo ,  enemy . afterBattle ) ; 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
					// 在这里增加其他的自定义事件需求
 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
					/ * 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
					if  ( enemyId == 'xxx' )  { 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
						core . push ( todo ,  [ 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
							{ "type" :  "..." ,  ... } , 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
						] ) ; 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
					} 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
					* / 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
				
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
							// 在这里增加其他的自定义事件需求
 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
							/ * 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
							if  ( enemyId == 'xxx' )  { 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
								core . push ( todo ,  [ 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
									{ "type" :  "..." ,  ... } , 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
								] ) ; 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
							} 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
							* / 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
					// 如果事件不为空,将其插入
 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
					if  ( todo . length  >  0 )  core . insertAction ( todo ,  x ,  y ) ; 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
				
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
							// 如果事件不为空,将其插入  
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
							if  ( todo . length  >  0 )  core . insertAction ( todo ,  x ,  y )  ; 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
					// 删除该点设置的怪物信息
 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
					delete ( ( flags . enemyOnPoint  ||  { } ) [ core . status . floorId ]  ||  { } ) [ x  +  ","  +  y ] ; 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
				
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
							// 删除该点设置的怪物信息
 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
							delete  ( ( flags . enemyOnPoint  ||  { } ) [ core . status . floorId ]  ||  { } ) [ x  +  ","  +  y ] ; 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
					// 因为removeBlock和hideBlock都会刷新状态栏,  因此将删除部分移动到这里并保证刷新只执行一次,  以提升效率
 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
					if  ( core . getBlock ( x ,  y )  !=  null )  { 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
						// 检查是否是重生怪物;如果是则仅隐藏不删除
 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
						if  ( core . hasSpecial ( enemy . special ,  23 ) )  { 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
							core . hideBlock ( x ,  y ) ; 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
						}  else  { 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
							core . removeBlock ( x ,  y ) ; 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
						} 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
					}  else  { 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
						core . updateStatusBar ( ) ; 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
					} 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
				
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
							// 因为removeBlock和hideBlock都会刷新状态栏,  因此将删除部分移动到这里并保证刷新只执行一次,  以提升效率
 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
							if  ( core . getBlock ( x ,  y )  !=  null )  { 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
								// 检查是否是重生怪物;如果是则仅隐藏不删除
 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
								if  ( core . hasSpecial ( enemy . special ,  23 ) )  { 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
									core . hideBlock ( x ,  y ) ; 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
								}  else  { 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
									core . removeBlock ( x ,  y ) ; 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
								} 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
							}  else  { 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
								core . updateStatusBar ( ) ; 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
							} 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
					// 如果已有事件正在处理中
 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
					if  ( core . status . event . id  ==  null ) 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
						core . continueAutomaticRoute ( ) ; 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
					else 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
						core . clearContinueAutomaticRoute ( ) ; 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
				
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
							// 如果已有事件正在处理中
 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
							if  ( core . status . event . id  ==  null ) 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
								core . continueAutomaticRoute ( ) ; 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
							else 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
								core . clearContinueAutomaticRoute ( ) ; 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
				
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
						} , 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
				} , 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
				        "afterOpenDoor" :  function  ( doorId ,  x ,  y )  { 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
							// 开一个门后触发的事件
 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
				
 
			
		 
		
	
	
		
			
				
					
					
						
					 
				
			
			 
			 
			
				@ -450,27 +450,29 @@ var functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a =
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
								core . clearContinueAutomaticRoute ( ) ; 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
						} , 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
				        "afterGetItem" :  function  ( itemId ,  x ,  y ,  isGentleClick )  { 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
						 	// 获得一个道具后触发的事件
 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
						 	// itemId:  获得的道具ID;  x和y是该道具所在的坐标
 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
						 	// isGentleClick:  是否是轻按触发的
 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
						 	if  ( itemId . endsWith ( 'Potion' )  &&  core . material . items [ itemId ] . cls  ==  'items' ) 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
						 		core . playSound ( '回血' ) ; 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
						 	else  if  ( itemId . endsWith ( 'Gem' )  &&  core . material . items [ itemId ] . cls  ==  'items' ) 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
						 		core . playSound ( '宝石' ) 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
						 	else 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
						 		core . playSound ( '获得道具' ) ; 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
					// 获得一个道具后触发的事件
 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
					// itemId:  获得的道具ID;  x和y是该道具所在的坐标
 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
					// isGentleClick:  是否是轻按触发的
 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
					if  ( itemId . endsWith ( 'Potion' )  &&  core . material . items [ itemId ] . cls  ==  'items' ) 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
						core . playSound ( '回血' ) ; 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
					else  if  ( itemId . endsWith ( 'Gem' )  &&  core . material . items [ itemId ] . cls  ==  'items' ) 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
						core . playSound ( '宝石' ) 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
					else 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
						core . playSound ( '获得道具' ) ; 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
				
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
							var  todo  =  [ ] ; 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
							// 检查该点的获得道具后事件。
 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
							if  ( core . status . floorId  ==  null )  return ; 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
							var  event  =  core . floors [ core . status . floorId ] . afterGetItem [ x  +  ","  +  y ] ; 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
							if  ( event  &&  ( event  instanceof  Array  ||  ! isGentleClick  ||  ! event . disableOnGentleClick ) )  { 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
								if  ( event . data )  event  =  event . data ; 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
								core . unshift ( todo ,  event ) ; 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
							} 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
				
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
							if  ( todo . length  >  0 )  core . insertAction ( todo ,  x ,  y ) ; 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
						} , 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
				
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
					var  todo  =  [ ] ; 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
					// 检查该点的获得道具后事件。
 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
					if  ( core . status . floorId  ==  null )  return ; 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
					var  event  =  core . floors [ core . status . floorId ] . afterGetItem [ x  +  ","  +  y ] ; 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
					if  ( event  &&  ( event  instanceof  Array  ||  ! isGentleClick  ||  ! event . disableOnGentleClick ) )  { 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
						if  ( event . data )  event  =  event . data ; 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
						core . unshift ( todo ,  event ) ; 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
					} 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
				
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
					if  ( todo . length  >  0 )  core . insertAction ( todo ,  x ,  y ) ; 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
				} , 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
				        "afterPushBox" :  function  ( )  { 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
							// 推箱子后的事件
 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
							if  ( core . searchBlock ( 'box' ) . length  ==  0 )  { 
 
			
		 
		
	
	
		
			
				
					
					
						
					 
				
			
			 
			 
			
				@ -1653,7 +1655,7 @@ var functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a =
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
							core . ui . fillText ( ctx ,  text ,  x ,  y ,  style ) ; 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
						} , 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
						fill1  =  function  ( text ,  x ,  y ,  style )  { 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
							core . ui . setFont ( ctx ,  '1 0 px fzchyjw') ; 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
							core . ui . setFont ( ctx ,  '1 4 px fzchyjw') ; 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
							core . ui . fillText ( ctx ,  text ,  x ,  y ,  style ) ; 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
						} ; 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
				
 
			
		 
		
	
	
		
			
				
					
					
						
					 
				
			
			 
			 
			
				@ -1709,7 +1711,7 @@ var functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a =
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
							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' ) )  +  ']' ,  7 6,  174 ,  '#FF1495  ') ; 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
							if  ( flags . hard  -  4 )  fill1 ( '['  +  core . formatBigNumber ( core . getRealStatus ( 'mdef' ) )  +  ']' ,  7 2,  176 ,  '#c800c8  ') ; 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
							if  ( core . status . event . id  !==  'book'  &&  core . status . event . id  !==  'book-detail'  &&  core . status . event . id  !==  'toolbox' )  { 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
								core . drawImage ( ctx ,  core . material . images . items ,  0 ,  0 ,  32 ,  128 ,  13 ,  300 ,  28 ,  112 ) ; 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
								fill ( '黄钥匙' ,  50 ,  320 ,  '#FFFF80' ) ; 
 
			
		 
		
	
	
		
			
				
					
					
						
					 
				
			
			 
			 
			
				@ -1743,7 +1745,7 @@ var functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a =
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
								//else
 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
								fill ( hour  +  ':'  +  minutes  +  ':'  +  seconds ,  140 ,  360 ,  "#ffffff" ) ; 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
								fill ( step ,  140 ,  455 ,  '#ffffff' ) ; 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
								setTimeout ( function ( ) { core . ui . drawStatusBar ( ) ; } ,  100 ) ; 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
								setTimeout ( function   ( )   {   core . ui . drawStatusBar ( ) ;   } ,  100 ) ; 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
							} 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
							if  ( core . status . floorId  ==  "nandu" )  { 
 
			
		 
		
	
		
			
				 
				 
			
			 
			 
			
								core . dom . statusCanvas . width  *=  1 ;