Erdnase
a711500463
已打勾的内容: MT1修改蓝钥匙位置,血瓶位置(原本考虑美观移动到RM手册和楼传位置并删除了地图上的手册和楼传),地图上添加手册和楼传(无用,0层已经给过,但与RM地图保持一致 打开楼传时楼层名被略缩图遮挡小部分,缩小字体显示 MT9骷髅身上的流汗动画改为流汗右动画 MT10剧情“看你的态度,可以”改为“看你的态度可以” 以及其中另外部分: 首次获取道具打开 无法战斗怪物在显伤和手册中改为???? 没有特殊属性的怪物属性填普通 修改0血为白色 在剧情中的怪物改为NPC,不显示在手册和显伤(修复MT9且注册了新NPC 重置了0层的所有立绘,包括公主部分和仙子的重复对话,之前没改为全局显示图片的也修改了 立绘重置进度目前到了MT21层(不包括隐藏层)
524 lines
19 KiB
JavaScript
524 lines
19 KiB
JavaScript
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"use strict";
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function enemys () {
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this._init();
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}
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////// 初始化 //////
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enemys.prototype._init = function () {
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this.enemys = enemys_fcae963b_31c9_42b4_b48c_bb48d09f3f80;
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this.enemydata = functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a.enemys;
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for (var enemyId in this.enemys) {
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this.enemys[enemyId].id = enemyId;
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}
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if (main.mode == 'play') {
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this.enemydata.hasSpecial = function (a, b) {
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return core.enemys.hasSpecial(a, b)
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};
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}
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}
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enemys.prototype.getEnemys = function () {
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var enemys = core.clone(this.enemys);
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var enemyInfo = core.getFlag('enemyInfo');
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if (enemyInfo) {
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for (var id in enemyInfo) {
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for (var name in enemyInfo[id]) {
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enemys[id][name] = core.clone(enemyInfo[id][name]);
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}
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}
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}
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// 将所有怪物的各项属性映射到朝下的
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for (var id in enemys) {
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if (enemys[id].faceIds) {
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var downId = enemys[id].faceIds.down;
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if (downId != null && downId != id && enemys[downId]) {
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enemys[id] = { id: id };
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for (var property in enemys[downId]) {
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if (property != 'id' && enemys[downId].hasOwnProperty(property)) {
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(function (id, downId, property) {
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Object.defineProperty(enemys[id], property, {
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get: function () { return enemys[downId][property] },
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set: function (v) { enemys[downId][property] = v },
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enumerable: true
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})
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})(id, downId, property);
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}
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}
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}
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}
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}
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return enemys;
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}
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////// 判断是否含有某特殊属性 //////
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enemys.prototype.hasSpecial = function (special, test) {
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if (special == null) return false;
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if (special instanceof Array) {
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return special.indexOf(test) >= 0;
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}
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if (typeof special == 'number') {
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return special === test;
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}
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if (typeof special == 'string') {
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return this.hasSpecial(core.material.enemys[special], test);
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}
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if (special.special != null) {
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return this.hasSpecial(special.special, test);
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}
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return false;
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}
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enemys.prototype.getSpecials = function () {
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return this.enemydata.getSpecials();
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}
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////// 获得所有特殊属性的名称 //////
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enemys.prototype.getSpecialText = function (enemy) {
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if (typeof enemy == 'string') enemy = core.material.enemys[enemy];
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if (!enemy) return [];
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var special = enemy.special;
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var text = [];
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var specials = this.getSpecials();
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if (specials) {
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for (var i = 0; i < specials.length; i++) {
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if (this.hasSpecial(special, specials[i][0]))
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text.push(this._calSpecialContent(enemy, specials[i][1]));
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}
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}
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return text;
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}
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////// 获得所有特殊属性的颜色 //////
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enemys.prototype.getSpecialColor = function (enemy) {
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if (typeof enemy == 'string') enemy = core.material.enemys[enemy];
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if (!enemy) return [];
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var special = enemy.special;
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var colors = [];
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var specials = this.getSpecials();
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if (specials) {
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for (var i = 0; i < specials.length; i++) {
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if (this.hasSpecial(special, specials[i][0]))
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colors.push(specials[i][3] || null);
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}
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}
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return colors;
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}
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////// 获得所有特殊属性的额外标记 //////
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enemys.prototype.getSpecialFlag = function (enemy) {
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if (typeof enemy == 'string') enemy = core.material.enemys[enemy];
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if (!enemy) return [];
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var special = enemy.special;
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var flag = 0;
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var specials = this.getSpecials();
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if (specials) {
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for (var i = 0; i < specials.length; i++) {
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if (this.hasSpecial(special, specials[i][0]))
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flag |= (specials[i][4] || 0);
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}
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}
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return flag;
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}
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////// 获得每个特殊属性的说明 //////
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enemys.prototype.getSpecialHint = function (enemy, special) {
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var specials = this.getSpecials();
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if (special == null) {
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if (specials == null) return [];
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var hints = [];
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for (var i = 0; i < specials.length; i++) {
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if (this.hasSpecial(enemy, specials[i][0]))
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hints.push("\r[" + core.arrayToRGBA(specials[i][3] || "#FF6A6A") + "]\\d" + this._calSpecialContent(enemy, specials[i][1]) +
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":\\d\r[]" + this._calSpecialContent(enemy, specials[i][2]));
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}
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return hints;
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}
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if (specials == null) return "";
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for (var i = 0; i < specials.length; i++) {
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if (special == specials[i][0])
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return "\r[#FF6A6A]\\d" + this._calSpecialContent(enemy, specials[i][1]) + ":\\d\r[]" + this._calSpecialContent(enemy, specials[i][2]);
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}
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return "";
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}
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enemys.prototype._calSpecialContent = function (enemy, content) {
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if (typeof content == 'string') return content;
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if (typeof enemy == 'string') enemy = core.material.enemys[enemy];
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if (content instanceof Function) {
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return content(enemy);
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}
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return "";
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}
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////// 获得某个点上某个怪物的某项属性 //////
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enemys.prototype.getEnemyValue = function (enemy, name, x, y, floorId) {
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floorId = floorId || core.status.floorId;
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if ((((flags.enemyOnPoint || {})[floorId] || {})[x + "," + y] || {})[name] != null) {
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return flags.enemyOnPoint[floorId][x + "," + y][name];
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}
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if (enemy == null) {
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var block = core.getBlock(x, y, floorId);
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if (block == null) return null;
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enemy = core.material.enemys[block.event.id];
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}
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if (typeof enemy == 'string') enemy = core.material.enemys[enemy];
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if (enemy == null) return null;
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return enemy[name];
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}
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////// 能否获胜 //////
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enemys.prototype.canBattle = function (enemy, x, y, floorId) {
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if (typeof enemy == 'string') enemy = core.material.enemys[enemy];
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var damage = this.getDamage(enemy, x, y, floorId);
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return damage != null && damage < core.status.hero.hp;
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}
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enemys.prototype.getDamageString = function (enemy, x, y, floorId) {
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if (typeof enemy == 'string') enemy = core.material.enemys[enemy];
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var damage = this.getDamage(enemy, x, y, floorId);
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var color = '#000000';
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if (damage == null) {
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damage = "???";
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color = '#FF2222';
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}
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else {
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if (damage < 0) color = '#11FF11';
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else if (damage < core.status.hero.hp / 3) color = '#FFFFFF';
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else if (damage < core.status.hero.hp * 2 / 3) color = '#FFFF00';
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else if (damage < core.status.hero.hp) color = '#FF9933';
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else color = '#FF2222';
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damage = core.formatBigNumber(damage, true);
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if (core.enemys.hasSpecial(enemy, 19))
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damage += "+";
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if (core.enemys.hasSpecial(enemy, 21))
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damage += "-";
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if (core.enemys.hasSpecial(enemy, 11))
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damage += "^";
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}
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return {
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"damage": damage,
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"color": color
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};
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}
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////// 接下来N个临界值和临界减伤计算 //////
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enemys.prototype.nextCriticals = function (enemy, number, x, y, floorId) {
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if (typeof enemy == 'string') enemy = core.material.enemys[enemy];
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number = number || 1;
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var specialCriticals = this._nextCriticals_special(enemy, number, x, y, floorId);
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if (specialCriticals != null) return specialCriticals;
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var info = this.getDamageInfo(enemy, null, x, y, floorId);
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if (info == null) { // 如果未破防...
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var overAtk = this._nextCriticals_overAtk(enemy, x, y, floorId);
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if (overAtk == null) return [];
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if (typeof overAtk[1] == 'number') return [[overAtk[0], -overAtk[1]]];
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info = overAtk[1];
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info.__over__ = true;
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info.__overAtk__ = overAtk[0];
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}
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if (typeof info == 'number') return [[0, 0]];
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if (info.damage <= 0 && !core.flags.enableNegativeDamage) {
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return [[info.__overAtk__ || 0, 0]];
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}
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if (core.flags.useLoop) {
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if (core.status.hero.atk <= (main.criticalUseLoop || 1)) {
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return this._nextCriticals_useLoop(enemy, info, number, x, y, floorId);
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}
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else {
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return this._nextCriticals_useBinarySearch(enemy, info, number, x, y, floorId);
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}
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}
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else {
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return this._nextCriticals_useTurn(enemy, info, number, x, y, floorId);
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}
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}
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/// 未破防临界采用二分计算
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enemys.prototype._nextCriticals_overAtk = function (enemy, x, y, floorId) {
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var calNext = function (currAtk, maxAtk) {
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var start = currAtk, end = maxAtk;
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if (start > end) return null;
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while (start < end) {
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var mid = Math.floor((start + end) / 2);
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if (mid - start > end - mid) mid--;
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var nextInfo = core.enemys.getDamageInfo(enemy, { "atk": mid }, x, y, floorId);
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if (nextInfo != null) end = mid;
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else start = mid + 1;
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}
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var nextInfo = core.enemys.getDamageInfo(enemy, { "atk": start }, x, y, floorId);
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return nextInfo == null ? null : [start - core.status.hero.atk, nextInfo];
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}
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return calNext(core.status.hero.atk + 1,
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core.getEnemyValue(enemy, 'hp', x, y, floorId) + core.getEnemyValue(enemy, 'def', x, y, floorId));
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}
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enemys.prototype._nextCriticals_special = function (enemy, number, x, y, floorId) {
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if (this.hasSpecial(enemy.special, 10) || this.hasSpecial(enemy.special, 3))
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return []; // 模仿or坚固临界
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return null;
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}
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enemys.prototype._nextCriticals_useLoop = function (enemy, info, number, x, y, floorId) {
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var mon_hp = info.mon_hp, hero_atk = core.status.hero.atk, mon_def = info.mon_def, pre = info.damage;
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var list = [];
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var start_atk = hero_atk;
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if (info.__over__) {
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start_atk += info.__overAtk__;
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list.push([info.__overAtk__, -info.damage]);
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}
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for (var atk = start_atk + 1; atk <= mon_hp + mon_def; atk++) {
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var nextInfo = this.getDamageInfo(enemy, { "atk": atk }, x, y, floorId);
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if (nextInfo == null || (typeof nextInfo == 'number')) break;
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if (pre > nextInfo.damage) {
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pre = nextInfo.damage;
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list.push([atk - hero_atk, info.damage - nextInfo.damage]);
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if (nextInfo.damage <= 0 && !core.flags.enableNegativeDamage) break;
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if (list.length >= number) break;
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}
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}
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if (list.length == 0) list.push([0, 0]);
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return list;
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}
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enemys.prototype._nextCriticals_useBinarySearch = function (enemy, info, number, x, y, floorId) {
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var mon_hp = info.mon_hp, hero_atk = core.status.hero.atk, mon_def = info.mon_def, pre = info.damage;
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var list = [];
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var start_atk = hero_atk;
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if (info.__over__) {
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start_atk += info.__overAtk__;
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list.push([info.__overAtk__, -info.damage]);
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}
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var calNext = function (currAtk, maxAtk) {
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var start = Math.floor(currAtk), end = Math.floor(maxAtk);
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if (start > end) return null;
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while (start < end) {
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var mid = Math.floor((start + end) / 2);
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if (mid - start > end - mid) mid--;
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var nextInfo = core.enemys.getDamageInfo(enemy, { "atk": mid }, x, y, floorId);
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if (nextInfo == null || (typeof nextInfo == 'number')) return null;
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if (pre > nextInfo.damage) end = mid;
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else start = mid + 1;
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}
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var nextInfo = core.enemys.getDamageInfo(enemy, { "atk": start }, x, y, floorId);
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return nextInfo == null || (typeof nextInfo == 'number') || nextInfo.damage >= pre ? null : [start, nextInfo.damage];
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}
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var currAtk = start_atk;
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while (true) {
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var next = calNext(currAtk + 1, mon_hp + mon_def, pre);
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if (next == null) break;
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currAtk = next[0];
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pre = next[1];
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list.push([currAtk - hero_atk, info.damage - pre]);
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if (pre <= 0 && !core.flags.enableNegativeDamage) break;
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if (list.length >= number) break;
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}
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if (list.length == 0) list.push([0, 0]);
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return list;
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}
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enemys.prototype._nextCriticals_useTurn = function (enemy, info, number, x, y, floorId) {
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var mon_hp = info.mon_hp, hero_atk = core.status.hero.atk, mon_def = info.mon_def, turn = info.turn;
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// ------ 超大回合数强制使用二分算临界
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// 以避免1攻10e回合,2攻5e回合导致下述循环卡死问题
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if (turn >= 1e6) { // 100w回合以上强制二分计算临界
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return this._nextCriticals_useBinarySearch(enemy, info, number, x, y, floorId);
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}
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var list = [], pre = null;
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var start_atk = hero_atk;
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if (info.__over__) {
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start_atk += info.__overAtk__;
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list.push([info.__overAtk__, -info.damage]);
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}
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for (var t = turn - 1; t >= 1; t--) {
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var nextAtk = Math.ceil(mon_hp / t) + mon_def;
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// 装备提升比例的计算临界
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nextAtk = Math.ceil(nextAtk / core.getBuff('atk'));
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if (nextAtk <= start_atk) break;
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if (nextAtk != pre) {
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var nextInfo = this.getDamageInfo(enemy, { "atk": nextAtk }, x, y, floorId);
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if (nextInfo == null || (typeof nextInfo == 'number')) break;
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list.push([nextAtk - hero_atk, Math.floor(info.damage - nextInfo.damage)]);
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if (nextInfo.damage <= 0 && !core.flags.enableNegativeDamage) break;
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pre = nextAtk;
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}
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if (list.length >= number)
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break;
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}
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if (list.length == 0) list.push([0, 0]);
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return list;
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}
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////// N防减伤计算 //////
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enemys.prototype.getDefDamage = function (enemy, k, x, y, floorId) {
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if (typeof enemy == 'string') enemy = core.material.enemys[enemy];
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k = k || 1;
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var nowDamage = this._getDamage(enemy, null, x, y, floorId);
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var nextDamage = this._getDamage(enemy, { "def": core.status.hero.def + k }, x, y, floorId);
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if (nowDamage == null || nextDamage == null) return "???";
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return nowDamage - nextDamage;
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}
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enemys.prototype.getEnemyInfo = function (enemy, hero, x, y, floorId) {
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if (enemy == null) return null;
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if (typeof enemy == 'string') enemy = core.material.enemys[enemy];
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return this.enemydata.getEnemyInfo(enemy, hero, x, y, floorId)
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}
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////// 获得战斗伤害信息(实际伤害计算函数) //////
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enemys.prototype.getDamageInfo = function (enemy, hero, x, y, floorId) {
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if (enemy == null) return null;
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// 移动到了脚本编辑 - getDamageInfo中
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if (typeof enemy == 'string') enemy = core.material.enemys[enemy];
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return this.enemydata.getDamageInfo(enemy, hero, x, y, floorId);
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}
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////// 获得在某个勇士属性下怪物伤害 //////
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enemys.prototype.getDamage = function (enemy, x, y, floorId) {
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return this._getDamage(enemy, null, x, y, floorId);
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}
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enemys.prototype._getDamage = function (enemy, hero, x, y, floorId) {
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if (enemy == null) enemy = core.getBlockId(x, y, floorId);
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if (typeof enemy == 'string') enemy = core.material.enemys[enemy];
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if (enemy == null) return null;
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var info = this.getDamageInfo(enemy, hero, x, y, floorId);
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if (info == null) return null;
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if (typeof info == 'number') return info;
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return info.damage;
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}
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////// 获得当前楼层的怪物列表 //////
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enemys.prototype.getCurrentEnemys = function (floorId) {
|
||
floorId = floorId || core.status.floorId;
|
||
var enemys = [], used = {};
|
||
core.extractBlocks(floorId);
|
||
core.status.maps[floorId].blocks.forEach(function (block) {
|
||
if (!block.disable && block.event.cls.indexOf('enemy') == 0) {
|
||
this._getCurrentEnemys_addEnemy(block.event.id, enemys, used, block.x, block.y, floorId);
|
||
}
|
||
}, this);
|
||
return this._getCurrentEnemys_sort(enemys);
|
||
}
|
||
|
||
enemys.prototype._getCurrentEnemys_getEnemy = function (enemyId) {
|
||
var enemy = core.material.enemys[enemyId];
|
||
if (!enemy) return null;
|
||
|
||
// 检查朝向;displayIdInBook
|
||
return core.material.enemys[enemy.displayIdInBook] || core.material.enemys[(enemy.faceIds || {}).down] || enemy;
|
||
}
|
||
|
||
enemys.prototype._getCurrentEnemys_addEnemy = function (enemyId, enemys, used, x, y, floorId) {
|
||
var enemy = this._getCurrentEnemys_getEnemy(enemyId);
|
||
if (enemy == null) return;
|
||
|
||
var id = enemy.id;
|
||
|
||
var enemyInfo = this.getEnemyInfo(enemy, null, null, null, floorId);
|
||
var locEnemyInfo = this.getEnemyInfo(enemy, null, x, y, floorId);
|
||
|
||
if (!core.flags.enableEnemyPoint ||
|
||
(locEnemyInfo.atk == enemyInfo.atk && locEnemyInfo.def == enemyInfo.def && locEnemyInfo.hp == enemyInfo.hp)) {
|
||
x = null;
|
||
y = null;
|
||
} else {
|
||
// 检查enemys里面是否使用了存在的内容
|
||
for (var i = 0; i < enemys.length; ++i) {
|
||
var one = enemys[i];
|
||
if (id == one.id && one.locs != null &&
|
||
locEnemyInfo.atk == one.atk && locEnemyInfo.def == one.def && locEnemyInfo.hp == one.hp) {
|
||
one.locs.push([x, y]);
|
||
return;
|
||
}
|
||
}
|
||
enemyInfo = locEnemyInfo;
|
||
}
|
||
var id = enemy.id + ":" + x + ":" + y;
|
||
if (used[id]) return;
|
||
used[id] = true;
|
||
|
||
var specialText = core.enemys.getSpecialText(enemy);
|
||
var specialColor = core.enemys.getSpecialColor(enemy);
|
||
|
||
var critical = this.nextCriticals(enemy, 1, x, y, floorId);
|
||
if (critical.length > 0) critical = critical[0];
|
||
|
||
var e = core.clone(enemy);
|
||
for (var v in enemyInfo) {
|
||
e[v] = enemyInfo[v];
|
||
}
|
||
if (x != null && y != null) {
|
||
e.locs = [[x, y]];
|
||
}
|
||
e.name = core.getEnemyValue(enemy, 'name', x, y, floorId);
|
||
e.specialText = specialText;
|
||
e.specialColor = specialColor;
|
||
e.damage = this.getDamage(enemy, x, y, floorId);
|
||
e.critical = critical[0];
|
||
e.criticalDamage = critical[1];
|
||
e.defDamage = this._getCurrentEnemys_addEnemy_defDamage(enemy, x, y, floorId);
|
||
enemys.push(e);
|
||
}
|
||
|
||
enemys.prototype._getCurrentEnemys_addEnemy_defDamage = function (enemy, x, y, floorId) {
|
||
var ratio = core.status.maps[floorId || core.status.floorId].ratio || 1;
|
||
return this.getDefDamage(enemy, ratio, x, y, floorId);
|
||
}
|
||
|
||
enemys.prototype._getCurrentEnemys_sort = function (enemys) {
|
||
return enemys.sort(function (a, b) {
|
||
if (a.damage == b.damage) {
|
||
return a.money - b.money;
|
||
}
|
||
if (a.damage == null) {
|
||
return 1;
|
||
}
|
||
if (b.damage == null) {
|
||
return -1;
|
||
}
|
||
return a.damage - b.damage;
|
||
});
|
||
}
|
||
|
||
enemys.prototype.hasEnemyLeft = function (enemyId, floorId) {
|
||
if (floorId == null) floorId = core.status.floorId;
|
||
if (!(floorId instanceof Array)) floorId = [floorId];
|
||
var enemyMap = {};
|
||
if (enemyId instanceof Array) enemyId.forEach(function (v) { enemyMap[v] = true; });
|
||
else if (enemyId) enemyMap[enemyId] = true;
|
||
else enemyMap = null;
|
||
for (var i = 0; i < floorId.length; i++) {
|
||
core.extractBlocks(floorId[i]);
|
||
var mapBlocks = core.status.maps[floorId[i]].blocks;
|
||
for (var b = 0; b < mapBlocks.length; b++) {
|
||
if (!mapBlocks[b].disable && mapBlocks[b].event.cls.indexOf('enemy') === 0) {
|
||
if (enemyMap === null || enemyMap[core.getFaceDownId(mapBlocks[b])]) return true;
|
||
}
|
||
}
|
||
}
|
||
return false;
|
||
}
|