fix:enemys.js中部分core.material.enemys替换为点数据
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@ -195,13 +195,13 @@ enemys.prototype.getEnemyValue = function (enemy, name, x, y, floorId) {
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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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if (typeof enemy == 'string') enemy = core.getEnemyValue(enemy, null, x, y, floorId);
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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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if (typeof enemy == 'string') enemy = core.getEnemyValue(enemy, null, x, y, floorId);
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var damage = this.getDamage(enemy, x, y, floorId);
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var color = '#000000';
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@ -234,7 +234,7 @@ enemys.prototype.getDamageString = function (enemy, x, y, floorId) {
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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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if (typeof enemy == 'string') enemy = core.getEnemyValue(enemy, null, x, y, floorId);
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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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@ -386,7 +386,7 @@ enemys.prototype._nextCriticals_useTurn = function (enemy, info, number, x, y, f
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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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if (typeof enemy == 'string') enemy = core.getEnemyValue(enemy, null, x, y, floorId);
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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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@ -396,7 +396,7 @@ enemys.prototype.getDefDamage = function (enemy, k, x, y, floorId) {
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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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if (typeof enemy == 'string') enemy = core.getEnemyValue(enemy, null, x, y, floorId);
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return this.enemydata.getEnemyInfo(enemy, hero, x, y, floorId)
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}
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@ -404,7 +404,7 @@ enemys.prototype.getEnemyInfo = function (enemy, hero, x, y, floorId) {
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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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if (typeof enemy == 'string') enemy = core.getEnemyValue(enemy, null, x, y, floorId);
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return this.enemydata.getDamageInfo(enemy, hero, x, y, floorId);
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}
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@ -415,7 +415,7 @@ enemys.prototype.getDamage = function (enemy, x, y, floorId) {
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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 (typeof enemy == 'string') enemy = core.getEnemyValue(enemy, null, x, y, floorId);
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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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@ -464,10 +464,10 @@ enemys.prototype._getCurrentEnemys_addEnemy = function (enemyId, enemys, used, x
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function statusEqual(enemyInfo, locEnemyInfo) {
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return core.enemys.getStatusToCompare().every((status) => {
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if (status === 'special') {
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enemyInfo[status]= core.utils.parseSpecial(enemyInfo[status]);
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enemyInfo[status] = core.utils.parseSpecial(enemyInfo[status]);
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locEnemyInfo[status] = core.utils.parseSpecial(locEnemyInfo[status]);
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}
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return core.utils.deepEqual(enemyInfo[status],locEnemyInfo[status]);
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return core.utils.deepEqual(enemyInfo[status], locEnemyInfo[status]);
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});
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}
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