diff --git a/_server/data.comment.js b/_server/data.comment.js
index 94a6fcbb..a149b17b 100644
--- a/_server/data.comment.js
+++ b/_server/data.comment.js
@@ -351,6 +351,12 @@ data_comment_c456ea59_6018_45ef_8bcc_211a24c627dc =
"_bool": "bool",
"_data": "是否在状态栏显示当前楼层"
},
+ "enableName": {
+ "_leaf": true,
+ "_type": "checkbox",
+ "_bool": "bool",
+ "_data": "是否在状态栏显示勇士名字"
+ },
"enableLv": {
"_leaf": true,
"_type": "checkbox",
diff --git a/_server/functions.comment.js b/_server/functions.comment.js
index ecc6ac0f..2e5f1735 100644
--- a/_server/functions.comment.js
+++ b/_server/functions.comment.js
@@ -90,6 +90,12 @@ functions_comment_c456ea59_6018_45ef_8bcc_211a24c627dc =
"_type": "textarea",
"_lint": true,
"_data": "读档事件后,载入事件前,可以执行的操作"
+ },
+ "canUseQuickShop": {
+ "_leaf": true,
+ "_type": "textarea",
+ "_lint": true,
+ "_data": "当前能否使用快捷商店"
}
}
},
@@ -103,6 +109,12 @@ functions_comment_c456ea59_6018_45ef_8bcc_211a24c627dc =
"_lint": true,
"_data": "怪物特殊属性的定义(获得怪物的特殊属性)"
},
+ "getEnemyInfo": {
+ "_leaf": true,
+ "_type": "textarea",
+ "_lint": true,
+ "_data": "获得某个怪物的当前属性数据\n该函数主要是会被伤害计算和怪物手册等使用"
+ },
"getDamageInfo": {
"_leaf": true,
"_type": "textarea",
@@ -121,6 +133,12 @@ functions_comment_c456ea59_6018_45ef_8bcc_211a24c627dc =
"_leaf": false,
"_type": "object",
"_data": {
+ "flyTo": {
+ "_leaf": true,
+ "_type": "textarea",
+ "_lint": true,
+ "_data": "使用楼层传送器飞到某层"
+ },
"updateStatusBar": {
"_leaf": true,
"_type": "textarea",
@@ -132,13 +150,19 @@ functions_comment_c456ea59_6018_45ef_8bcc_211a24c627dc =
"_type": "textarea",
"_lint": true,
"_data": "阻激夹域的伤害值计算"
- },
+ }
}
},
"ui": {
"_leaf": false,
"_type": "object",
"_data": {
+ "drawStatistics": {
+ "_leaf": true,
+ "_type": "textarea",
+ "_lint": true,
+ "_data": "地图数据统计项的注册"
+ },
"drawAbout": {
"_leaf": true,
"_type": "textarea",
diff --git a/docs/api.md b/docs/api.md
index 14cde546..0388bd22 100644
--- a/docs/api.md
+++ b/docs/api.md
@@ -349,34 +349,36 @@ core.enemys.getSpecialHint(enemy, special)
获得怪物某个(或全部)特殊属性的文字说明。
-core.enemys.canBattle(enemyId)
+core.enemys.canBattle(enemyId, x, y, floorId)
返回当前能否战胜某个怪物。
+后面三个参数是怪物坐标和楼层。
-core.enemys.getDamage(enemyId)
+core.enemys.getDamage(enemyId, x, y, floorId)
返回当前对某个怪物的战斗伤害。如果无法战斗,返回null。
+后面三个参数是怪物坐标和楼层。
core.enemys.getExtraDamage(enemyId)
返回某个怪物会对勇士造成的额外伤害(不可被魔防抵消),例如仇恨、固伤等等。
-core.enemys.nextCriticals(enemyId, number)
+core.enemys.nextCriticals(enemyId, number, x, y, floorId)
返回一个列表,为接下来number(可忽略,默认为1)个该怪物的临界值和临界减伤。
列表每一项类似 [x,y] 表示临界值为x,且临界减伤为y。
如果无临界值,则返回空列表。
-core.enemys.getDefDamage(enemyId, k)
+core.enemys.getDefDamage(enemyId, k, x, y, floorId)
获得k(可忽略,默认为1)防减伤值。
-core.enemys.getDamageInfo(enemy, hero_hp, hero_atk, hero_def, hero_mdef)
+core.enemys.getDamageInfo(enemy, hero_hp, hero_atk, hero_def, hero_mdef, x, y, floorId)
获得实际战斗信息,比如伤害,回合数,每回合伤害等等。
此函数是实际战斗过程的计算。
-core.enemys.calDamage(enemy, hero_hp, hero_atk, hero_def, hero_mdef)
+core.enemys.calDamage(enemy, hero_hp, hero_atk, hero_def, hero_mdef, x, y, floorId)
获得在某个勇士属性下怪物伤害;实际返回的是上面getDamageInfo中伤害的数值。
diff --git a/docs/personalization.md b/docs/personalization.md
index 4814f924..78ab906f 100644
--- a/docs/personalization.md
+++ b/docs/personalization.md
@@ -320,7 +320,7 @@ core.setFlag("shield5", true); // 增加一个自定义Flag:已经拿到神圣
```
2. 免疫吸血效果:在脚本编辑的getDamageInfo中,编辑成如果存在神圣盾标记,吸血伤害为0。
``` js
-function (enemy, hero_hp, hero_atk, hero_def, hero_mdef) {
+function (enemy, hero_hp, hero_atk, hero_def, hero_mdef, x, y, floorId) {
// ... 上略
// 吸血
if (this.hasSpecial(mon_special, 11)) {
@@ -501,7 +501,7 @@ case 87: // W
// 请使用同步脚本,请勿执行任何异步代码,否则可能导致游戏过程或录像出现问题。
core.insertAction([...]) // 例如,插入一段自定义事件并执行。
- core.status.route.push("key:"+keyCode); // 录像的支持!这句话必须要加,不然录像回放会出错!
+ // core.status.route.push("key:"+keyCode); // 录像的支持,这句话加不加最好仔细进行测试
}
break;
```
@@ -509,7 +509,9 @@ case 87: // W
在勇士处于停止的条件下,按下W键时,将执行你写的脚本代码。请只使用同步脚本而不要使用异步代码,不然可能导致游戏出现问题。
-`core.status.route.push("key:"+keyCode);` 这句话是对录像的支持,一定要加(这样录像播放时也会模拟该按键)。
+`core.status.route.push("key:"+keyCode);` 这句话是对录像的支持。
+
+**录像的支持可能比较诡异,在不同条件下都是不同的;因此加不加最好分开独立进行测试。**
!> H5不支持组合快捷键,所以不存在`W+1`这种组合快捷键的说法!
@@ -560,8 +562,8 @@ this.myfunc = function(x) {
```
-3. 在editor.html中的statusBar(305行起),仿照第二点同样添加;这一项如果不进行则会地图编辑器报错。
-4. 使用便捷PS工具,打开icons.png,新增一行并将魔力的图标P上去;记下其索引比如23(减速播放图标的下方)。
+3. 在editor.html中的statusBar(317行起),仿照第二点同样添加;这一项如果不进行则会地图编辑器报错。editor-mobile.html同理。
+4. 使用便捷PS工具,打开icons.png,新增一行并将魔力的图标P上去;记下其索引比如24(从0开始数)。
5. 在main.js的this.statusBar中增加图片、图标和内容的定义。
``` js
this.statusBar = {
@@ -571,7 +573,7 @@ this.statusBar = {
},
'icons': {
// ...其他略
- 'mana': 23, // 图标的定义,这里对应的是icons.png中的索引
+ 'mana': 24, // 图标的定义,这里对应的是icons.png中的索引
},
// ...其他略
'mana': document.getElementById('mana'), // 显示内容(数据)的定义
@@ -583,7 +585,6 @@ core.statusBar.mana.innerHTML = core.getFlag('mana', 0); // 设置其显示内
core.statusBar.mana.innerHTML = core.getFlag('mana', 0) + '/' + core.getFlag('manaMax', 0); // 显示内容将类似 "32/60" 这样。
core.statusBar.mana.style.fontStyle = 'normal'; // 这一行会取消斜体。如果是汉字(比如技能名)的话,斜体起来会非常难看,可以通过这一句取消。
```
-7. 在control.js的clearStatusBar函数,`statusList`里面也要增加mana项,这样清空状态栏时也会对其清空。
## 技能塔的支持
diff --git a/editor-mobile.html b/editor-mobile.html
index 3f656e78..b04d75ae 100644
--- a/editor-mobile.html
+++ b/editor-mobile.html
@@ -333,6 +333,10 @@
+
+
![]()
+
+
diff --git a/editor.html b/editor.html
index f3d9b16f..1a37ee1b 100644
--- a/editor.html
+++ b/editor.html
@@ -319,6 +319,10 @@
+
+
![]()
+
+
diff --git a/index.html b/index.html
index 7710ce4e..f84ce4e1 100644
--- a/index.html
+++ b/index.html
@@ -46,6 +46,10 @@
+
+
![]()
+
+
diff --git a/libs/actions.js b/libs/actions.js
index 706eac89..7dd56cad 100644
--- a/libs/actions.js
+++ b/libs/actions.js
@@ -969,24 +969,15 @@ actions.prototype.clickFly = function(x,y) {
if ((x==10 || x==11) && y==10) core.ui.drawFly(core.status.event.data-10);
if ((x==10 || x==11) && y==4) core.ui.drawFly(core.status.event.data+10);
if (x>=5 && x<=7 && y==12) core.ui.closePanel();
- if (x>=0 && x<=9 && y>=3 && y<=11) {
- var index=core.status.hero.flyRange.indexOf(core.status.floorId);
- var stair=core.status.event.data
=0 && x<=9 && y>=3 && y<=11)
+ core.control.flyTo(core.status.hero.flyRange[core.status.event.data]);
return;
}
////// 楼层传送器界面时,按下某个键的操作 //////
actions.prototype.keyDownFly = function (keycode) {
if (keycode==37) core.ui.drawFly(core.status.event.data-10);
- else if ( keycode==38) core.ui.drawFly(core.status.event.data+1);
+ else if (keycode==38) core.ui.drawFly(core.status.event.data+1);
else if (keycode==39) core.ui.drawFly(core.status.event.data+10);
else if (keycode==40) core.ui.drawFly(core.status.event.data-1);
return;
@@ -1030,14 +1021,14 @@ actions.prototype.clickViewMaps = function (x,y) {
return;
}
- if(x>=2 && x<=10 && y<=4) {
+ if(y<=4 && (mh==13 || (x>=2 && x<=10))) {
index++;
while (index=2 && x<=10 && y>=8) {
+ else if (y>=8 && (mh==13 || (x>=2 && x<=10))) {
index--;
while (index>=0 && index!=now && core.floors[core.floorIds[index]].cannotViewMap)
index--;
@@ -1231,7 +1222,7 @@ actions.prototype.keyUpQuickShop = function (keycode) {
////// 工具栏界面时的点击操作 //////
actions.prototype.clickToolbox = function(x,y) {
// 装备栏
- if (x>=10 && x<=12 && y==0 && core.flags.equipment) {
+ if (x>=10 && x<=12 && y==0) {
core.ui.closePanel();
core.openEquipbox();
return;
@@ -2067,6 +2058,10 @@ actions.prototype.clickSyncSave = function (x,y) {
});
break;
case 4:
+ core.status.event.selection=0;
+ core.ui.drawReplay();
+ break;
+ case 5:
if (core.hasFlag('debug')) {
core.drawText("\t[系统提示]调试模式下无法下载录像");
break;
@@ -2078,11 +2073,11 @@ actions.prototype.clickSyncSave = function (x,y) {
'route': core.encodeRoute(core.status.route)
}));
break;
- case 5:
+ case 6:
core.status.event.selection=0;
core.ui.drawStorageRemove();
break;
- case 6:
+ case 7:
core.status.event.selection=3;
core.ui.drawSettings();
break;
diff --git a/libs/control.js b/libs/control.js
index a910c9a5..69ce1ce8 100644
--- a/libs/control.js
+++ b/libs/control.js
@@ -250,6 +250,8 @@ control.prototype.clearStatus = function() {
}
core.status = {};
core.clearStatusBar();
+ core.status.played = false;
+ core.events.setHeroIcon('hero.png', true);
}
////// 重置游戏状态和初始数据 //////
@@ -266,7 +268,6 @@ control.prototype.resetStatus = function(hero, hard, floorId, route, maps, value
// 初始化status
core.status = core.clone(core.initStatus);
- core.status.played = true;
// 初始化maps
core.status.floorId = floorId;
core.status.maps = core.clone(maps);
@@ -275,6 +276,8 @@ control.prototype.resetStatus = function(hero, hard, floorId, route, maps, value
core.material.items = core.clone(core.items.getItems());
// 初始化人物属性
core.status.hero = core.clone(hero);
+ // 初始化人物图标
+ core.events.setHeroIcon(core.getFlag('heroIcon', 'hero.png'), true);
// 统计数据
if (!core.isset(core.status.hero.statistics))
core.status.hero.statistics = {
@@ -302,6 +305,7 @@ control.prototype.resetStatus = function(hero, hard, floorId, route, maps, value
else core.values = core.clone(core.data.values);
core.events.initGame();
+ core.status.played = true;
}
////// 开始游戏 //////
@@ -1022,6 +1026,8 @@ control.prototype.updateViewport = function() {
////// 绘制勇士 //////
control.prototype.drawHero = function (direction, x, y, status, offset) {
+ if (!core.isPlaying()) return;
+
var scan = {
'up': {'x': 0, 'y': -1},
'left': {'x': -1, 'y': 0},
@@ -1197,20 +1203,22 @@ control.prototype.checkBlock = function () {
// 检查阻击事件
var snipe = [];
- var scan = {
- 'up': {'x': 0, 'y': -1},
- 'left': {'x': -1, 'y': 0},
- 'down': {'x': 0, 'y': 1},
- 'right': {'x': 1, 'y': 0}
- }
- for (var direction in scan) {
- var nx = x+scan[direction].x, ny=y+scan[direction].y;
- if (nx<0 || nx>=core.bigmap.width || ny<0 || ny>=core.bigmap.height) continue;
- var id=core.status.checkBlock.map[nx+core.bigmap.width*ny];
- if (core.isset(id)) {
- var enemy = core.material.enemys[id];
- if (core.isset(enemy) && core.enemys.hasSpecial(enemy.special, 18)) {
- snipe.push({'direction': direction, 'x': nx, 'y': ny});
+ if (!core.hasFlag("no_snipe")) {
+ var scan = {
+ 'up': {'x': 0, 'y': -1},
+ 'left': {'x': -1, 'y': 0},
+ 'down': {'x': 0, 'y': 1},
+ 'right': {'x': 1, 'y': 0}
+ }
+ for (var direction in scan) {
+ var nx = x+scan[direction].x, ny=y+scan[direction].y;
+ if (nx<0 || nx>=core.bigmap.width || ny<0 || ny>=core.bigmap.height) continue;
+ var id=core.status.checkBlock.map[nx+core.bigmap.width*ny];
+ if (core.isset(id)) {
+ var enemy = core.material.enemys[id];
+ if (core.isset(enemy) && core.enemys.hasSpecial(enemy.special, 18)) {
+ snipe.push({'direction': direction, 'x': nx, 'y': ny});
+ }
}
}
}
@@ -1280,7 +1288,7 @@ control.prototype.snipe = function (snipes) {
snipe.blockImage = core.material.images[cls];
snipe.height = height;
- var damage = core.enemys.getDamage(block.event.id);
+ var damage = core.enemys.getDamage(block.event.id, x, y);
var color = '#000000';
if (damage == null) {
@@ -1506,7 +1514,7 @@ control.prototype.updateDamage = function () {
// 判断显伤
var event = core.floors[core.status.floorId].events[x+","+y];
if (core.isset(event) && !(event instanceof Array)) {
- if (core.isset(event.displayDamage) && !event.displayDamage)
+ if (event.displayDamage === false)
continue;
}
}
@@ -1514,7 +1522,7 @@ control.prototype.updateDamage = function () {
var id = mapBlocks[b].event.id;
if (core.flags.displayEnemyDamage) {
- var damage = core.enemys.getDamage(id);
+ var damage = core.enemys.getDamage(id, x, y);
var color = '#000000';
if (damage == null) {
@@ -1901,14 +1909,10 @@ control.prototype.replay = function () {
if (core.hasItem('fly') && toIndex>=0 && nowIndex>=0) {
core.ui.drawFly(toIndex);
setTimeout(function () {
- core.ui.closePanel();
- var stair=toIndexcore.firstData.levelUp.length) return core.status.hero.lv;
- return core.firstData.levelUp[core.status.hero.lv-1].name || core.status.hero.lv;
+ return ((core.firstData.levelUp||[])[core.status.hero.lv-1]||{}).name || core.status.hero.lv;
}
////// 设置某个自定义变量或flag //////
@@ -2585,11 +2591,11 @@ control.prototype.playSound = function (sound) {
////// 清空状态栏 //////
control.prototype.clearStatusBar = function() {
- var statusList = ['floor', 'lv', 'hpmax', 'hp', 'atk', 'def', 'mdef', 'money', 'experience',
- 'up', 'yellowKey', 'blueKey', 'redKey', 'poison', 'weak', 'curse', 'hard'];
- statusList.forEach(function (e) {
- core.statusBar[e].innerHTML = " ";
- });
+
+ Object.keys(core.statusBar).forEach(function (e) {
+ if (core.isset(core.statusBar[e].innerHTML))
+ core.statusBar[e].innerHTML = " ";
+ })
core.statusBar.image.book.style.opacity = 0.3;
if (!core.flags.equipboxButton) {
core.statusBar.image.fly.style.opacity = 0.3;
@@ -2645,6 +2651,27 @@ control.prototype.updateStatusBar = function () {
}
}
+control.prototype.updateHeroIcon = function (name) {
+ name = name || "hero.png";
+ if (core.statusBar.icons.name == name) return;
+ core.statusBar.icons.name = name;
+
+ var image = core.material.images.hero;
+
+ var canvas = document.createElement("canvas");
+ var context = canvas.getContext("2d");
+ canvas.width = 32;
+ canvas.height = 32;
+ context.drawImage(image, 0, 0, 32, 32, 0, 0, 32, 32);
+ if (core.material.icons.hero.height>=48) {
+ context.lineWidth = 5;
+ context.strokeStyle = '#FFFFFF';
+ context.strokeRect(0, 0, 32, 32);
+ }
+ core.statusBar.image.name.src = canvas.toDataURL("image/png");
+
+}
+
////// 屏幕分辨率改变后重新自适应 //////
control.prototype.resize = function(clientWidth, clientHeight) {
if (main.mode=='editor')return;
@@ -2685,8 +2712,9 @@ control.prototype.resize = function(clientWidth, clientHeight) {
if (!core.flags.enableExperience) count--;
if (!core.flags.enableLevelUp) count--;
if (!core.flags.enableDebuff) count--;
- if (core.isset(core.flags.enableKeys) && !core.flags.enableKeys) count--;
+ if (!core.flags.enableKeys) count--;
if (!core.flags.enablePZF) count--;
+ if (!core.flags.enableName) count--;
var statusLineHeight = BASE_LINEHEIGHT * 9 / count;
var statusLineFontSize = DEFAULT_FONT_SIZE;
@@ -2940,6 +2968,12 @@ control.prototype.resize = function(clientWidth, clientHeight) {
display: core.flags.enableFloor ? 'block': 'none'
}
},
+ {
+ id: 'nameCol',
+ rules: {
+ display: core.flags.enableName ? 'block': 'none'
+ }
+ },
{
id: 'lvCol',
rules: {
diff --git a/libs/core.js b/libs/core.js
index a4157709..b155f6e5 100644
--- a/libs/core.js
+++ b/libs/core.js
@@ -232,19 +232,23 @@ core.prototype.init = function (coreData, callback) {
core.platform.isQQ = /QQ/i.test(navigator.userAgent);
core.platform.isWeChat = /MicroMessenger/i.test(navigator.userAgent);
core.platform.useLocalForage = core.getLocalStorage('useLocalForage', true);
+ if (core.platform.isIOS) core.platform.useLocalForage=false;
if (core.platform.useLocalForage) {
try {
- core.setLocalForage("__test__", "__test__", function() {
+ core.setLocalForage("__test__", LZString.compress("__test__"), function() {
try {
core.getLocalForage("__test__", null, function(data) {
- if (data!="__test__") {
- console.log("localForage unsupported!");
- core.platform.useLocalForage=false;
- }
- else {
- console.log("localForage supported!")
- core.removeLocalForage("__test__");
+ try {
+ if (LZString.decompress(data)!="__test__") {
+ console.log("localForage unsupported!");
+ core.platform.useLocalForage=false;
+ }
+ else {
+ console.log("localForage supported!")
+ core.removeLocalForage("__test__");
+ }
}
+ catch (e) {console.log(e); core.platform.useLocalForage=false;}
}, function(e) {console.log(e); core.platform.useLocalForage=false;})
}
catch (e) {console.log(e); core.platform.useLocalForage=false;}
@@ -288,8 +292,7 @@ core.prototype.init = function (coreData, callback) {
core.flags.displayEnemyDamage = core.getLocalStorage('enemyDamage', core.flags.displayEnemyDamage);
core.flags.displayCritical = core.getLocalStorage('critical', core.flags.displayCritical);
core.flags.displayExtraDamage = core.getLocalStorage('extraDamage', core.flags.displayExtraDamage);
- core.flags.clickMoveDirectly = core.getLocalStorage('clickMoveDirectly',
- !(core.isset(core.flags.clickMoveDirectly) && !core.flags.clickMoveDirectly));
+ core.flags.clickMoveDirectly = core.getLocalStorage('clickMoveDirectly', core.flags.clickMoveDirectly);
core.material.ground = new Image();
core.material.ground.src = "project/images/ground.png";
@@ -300,6 +303,9 @@ core.prototype.init = function (coreData, callback) {
console.log(core.material);
// 设置勇士高度
core.material.icons.hero.height = core.material.images.hero.height/4;
+ // 行走图
+ core.control.updateHeroIcon();
+
core.initStatus.maps = core.maps.initMaps(core.floorIds);
core.setRequestAnimationFrame();
core.showStartAnimate();
@@ -821,13 +827,13 @@ core.prototype.hasSpecial = function (special, test) {
}
////// 判断能否战斗 //////
-core.prototype.canBattle = function(enemyId) {
- return core.enemys.canBattle(enemyId);
+core.prototype.canBattle = function(enemyId, x, y, floorId) {
+ return core.enemys.canBattle(enemyId, x, y, floorId);
}
////// 获得伤害数值 //////
-core.prototype.getDamage = function(enemy) {
- return core.enemys.getDamage(enemy);
+core.prototype.getDamage = function(enemy, x, y, floorId) {
+ return core.enemys.getDamage(enemy, x, y, floorId);
}
////// 获得某个物品的个数 //////
diff --git a/libs/enemys.js b/libs/enemys.js
index c2f7d3ee..efae6beb 100644
--- a/libs/enemys.js
+++ b/libs/enemys.js
@@ -99,15 +99,15 @@ enemys.prototype.getSpecialHint = function (enemy, special) {
}
////// 能否获胜 //////
-enemys.prototype.canBattle = function (enemyId) {
- var damage = this.getDamage(enemyId);
+enemys.prototype.canBattle = function (enemyId, x, y, floorId) {
+ var damage = this.getDamage(enemyId, x, y, floorId);
return damage != null && damage < core.status.hero.hp;
}
////// 获得某个怪物的伤害 //////
-enemys.prototype.getDamage = function (enemy) {
+enemys.prototype.getDamage = function (enemy, x, y, floorId) {
if (typeof enemy == 'string') enemy = core.material.enemys[enemy];
- var damage = this.calDamage(enemy, core.status.hero.hp, core.status.hero.atk, core.status.hero.def, core.status.hero.mdef);
+ var damage = this.calDamage(enemy, core.status.hero.hp, core.status.hero.atk, core.status.hero.def, core.status.hero.mdef, x, y, floorId);
if (damage == null) return null;
return damage + this.getExtraDamage(enemy);
}
@@ -126,7 +126,7 @@ enemys.prototype.getExtraDamage = function (enemy) {
}
////// 接下来N个临界值和临界减伤计算 //////
-enemys.prototype.nextCriticals = function (enemy, number) {
+enemys.prototype.nextCriticals = function (enemy, number, x, y, floorId) {
if (typeof enemy == 'string') enemy = core.material.enemys[enemy];
var useTurn = !core.flags.useLoop;
@@ -142,7 +142,7 @@ enemys.prototype.nextCriticals = function (enemy, number) {
// 坚固、模仿怪物没有临界!
if (this.hasSpecial(enemy.special, 10)) return [];
- var info = this.getDamageInfo(enemy, core.status.hero.hp, core.status.hero.atk, core.status.hero.def, core.status.hero.mdef);
+ var info = this.getDamageInfo(enemy, core.status.hero.hp, core.status.hero.atk, core.status.hero.def, core.status.hero.mdef, x, y, floorId);
if (info == null) {
if (core.status.hero.atk<=enemy.def) {
@@ -167,7 +167,7 @@ enemys.prototype.nextCriticals = function (enemy, number) {
}
if (nextAtk<=hero_atk) break;
if (nextAtk!=pre) {
- var nextInfo = this.getDamageInfo(enemy, core.status.hero.hp, nextAtk, core.status.hero.def, core.status.hero.mdef);
+ var nextInfo = this.getDamageInfo(enemy, core.status.hero.hp, nextAtk, core.status.hero.def, core.status.hero.mdef, x, y, floorId);
if (nextInfo==null) break;
list.push([nextAtk-hero_atk,info.damage-nextInfo.damage]);
if (nextInfo.damage<=0 && !core.flags.enableNegativeDamage) break;
@@ -180,7 +180,7 @@ enemys.prototype.nextCriticals = function (enemy, number) {
else { // 暴力for循环法
pre = info.damage;
for (var atk=hero_atk+1;atk<=mon_hp+mon_def;atk++) {
- var nextInfo = this.getDamageInfo(enemy, core.status.hero.hp, atk, core.status.hero.def, core.status.hero.mdef);
+ var nextInfo = this.getDamageInfo(enemy, core.status.hero.hp, atk, core.status.hero.def, core.status.hero.mdef, x, y, floorId);
if (nextInfo==null) break;
if (pre>nextInfo.damage) {
pre = nextInfo.damage;
@@ -195,27 +195,32 @@ enemys.prototype.nextCriticals = function (enemy, number) {
}
////// N防减伤计算 //////
-enemys.prototype.getDefDamage = function (enemy, k) {
+enemys.prototype.getDefDamage = function (enemy, k, x, y, floorId) {
if (typeof enemy == 'string') enemy = core.material.enemys[enemy];
k = k || 1;
- var nowDamage = this.calDamage(enemy, core.status.hero.hp, core.status.hero.atk, core.status.hero.def, core.status.hero.mdef);
- var nextDamage = this.calDamage(enemy, core.status.hero.hp, core.status.hero.atk, core.status.hero.def + k, core.status.hero.mdef);
+ var nowDamage = this.calDamage(enemy, core.status.hero.hp, core.status.hero.atk, core.status.hero.def, core.status.hero.mdef, x, y, floorId);
+ var nextDamage = this.calDamage(enemy, core.status.hero.hp, core.status.hero.atk, core.status.hero.def + k, core.status.hero.mdef, x, y, floorId);
if (nowDamage == null || nextDamage ==null) return "???";
return nowDamage - nextDamage;
}
+enemys.prototype.getEnemyInfo = function (enemy, hero_hp, hero_atk, hero_def, hero_mdef, x, y, floorId) {
+ if (typeof enemy == 'string') enemy = core.material.enemys[enemy];
+ return this.enemydata.getEnemyInfo(enemy, hero_hp, hero_atk, hero_def, hero_mdef, x, y, floorId)
+}
+
////// 获得战斗伤害信息(实际伤害计算函数) //////
-enemys.prototype.getDamageInfo = function(enemy, hero_hp, hero_atk, hero_def, hero_mdef) {
+enemys.prototype.getDamageInfo = function(enemy, hero_hp, hero_atk, hero_def, hero_mdef, x, y, floorId) {
// 移动到了脚本编辑 - getDamageInfo中
if (typeof enemy == 'string') enemy = core.material.enemys[enemy];
- return this.enemydata.getDamageInfo(enemy, hero_hp, hero_atk, hero_def, hero_mdef);
+ return this.enemydata.getDamageInfo(enemy, hero_hp, hero_atk, hero_def, hero_mdef, x, y, floorId);
}
////// 获得在某个勇士属性下怪物伤害 //////
-enemys.prototype.calDamage = function (enemy, hero_hp, hero_atk, hero_def, hero_mdef) {
+enemys.prototype.calDamage = function (enemy, hero_hp, hero_atk, hero_def, hero_mdef, x, y, floorId) {
if (typeof enemy == 'string') enemy = core.material.enemys[enemy];
- var info = this.getDamageInfo(enemy, hero_hp, hero_atk, hero_def, hero_mdef);
+ var info = this.getDamageInfo(enemy, hero_hp, hero_atk, hero_def, hero_mdef, x, y, floorId);
if (info == null) return null;
return info.damage;
}
@@ -246,12 +251,7 @@ enemys.prototype.getCurrentEnemys = function (floorId) {
hero_def = Math.floor(core.getFlag('equip_def_buff',1)*hero_def);
hero_mdef = Math.floor(core.getFlag('equip_mdef_buff',1)*hero_mdef);
}
- if (this.hasSpecial(enemy.special, 10)) {
- mon_atk=hero_atk;
- mon_def=hero_def;
- }
- if (this.hasSpecial(enemy.special, 3) && mon_def < hero_atk - 1)
- mon_def = hero_atk - 1;
+ var enemyInfo = this.getEnemyInfo(enemy, core.status.hero.hp, hero_atk, hero_def, hero_mdef, null, null, floorId);
var specialText = core.enemys.getSpecialText(enemyId);
if (specialText.length>=3) specialText = "多属性...";
@@ -263,17 +263,17 @@ enemys.prototype.getCurrentEnemys = function (floorId) {
enemys.push({
'id': enemyId,
'name': enemy.name,
- 'hp': mon_hp,
- 'atk': mon_atk,
- 'def': mon_def,
- 'money': enemy.money,
- 'experience': enemy.experience,
- 'point': enemy.point||0, // 加点
+ 'hp': enemyInfo.hp,
+ 'atk': enemyInfo.atk,
+ 'def': enemyInfo.def,
+ 'money': enemyInfo.money||0,
+ 'experience': enemyInfo.experience||0,
+ 'point': enemyInfo.point||0, // 加点
'special': specialText,
- 'damage': this.getDamage(enemyId),
+ 'damage': this.getDamage(enemyId,null,null,floorId),
'critical': critical[0],
'criticalDamage': critical[1],
- 'defDamage': this.getDefDamage(enemyId)
+ 'defDamage': this.getDefDamage(enemyId,1,null,null,floorId)
});
used[enemyId] = true;
diff --git a/libs/events.js b/libs/events.js
index aab2a7d1..5ea87222 100644
--- a/libs/events.js
+++ b/libs/events.js
@@ -657,16 +657,21 @@ events.prototype.doAction = function() {
case "setFg": // 颜色渐变
if (data.async) {
core.setFg(data.color, data.time);
+ core.setFlag('color', data.color||null);
this.doAction();
}
else {
core.setFg(data.color, data.time, function() {
+ core.setFlag('color', data.color||null);
core.events.doAction();
});
}
break;
case "setWeather": // 更改天气
core.setWeather(data.name, data.level);
+ if (core.isset(data.name))
+ core.setFlag('weather', [data.name, data.level]);
+ else core.setFlag('weather', null);
this.doAction();
break;
case "openDoor": // 开一个门,包括暗墙
@@ -1120,7 +1125,7 @@ events.prototype.battle = function (id, x, y, force, callback) {
core.stopAutomaticRoute();
// 非强制战斗
- if (!core.enemys.canBattle(id) && !force && !core.isset(core.status.event.id)) {
+ if (!core.enemys.canBattle(id, x, y) && !force && !core.isset(core.status.event.id)) {
core.drawTip("你打不过此怪物!");
core.clearContinueAutomaticRoute();
return;
@@ -1272,29 +1277,32 @@ events.prototype.changeFloor = function (floorId, stair, heroLoc, time, callback
}
// 不存在事件时,更改画面色调
- if (core.status.event.id == null) {
- // 默认画面色调
- if (core.isset(core.floors[floorId].color)) {
- var color = core.floors[floorId].color;
-
- // 直接变色
- core.clearMap('curtain');
- if (core.isset(color[3]))
- core.setAlpha('curtain', color[3]);
- else
- core.setAlpha('curtain', 1);
- core.fillRect('curtain', 0, 0, 416, 416, core.arrayToRGB(color));
- core.status.curtainColor = color;
- }
- else {
- core.clearMap('curtain');
- core.setAlpha('curtain', 0);
- }
+ var color = core.getFlag('color', null);
+ if (!core.isset(color) && core.isset(core.floors[floorId].color)) {
+ color = core.floors[floorId].color;
+ }
+ if (core.isset(color)) {
+ // 直接变色
+ core.clearMap('curtain');
+ if (core.isset(color[3]))
+ core.setAlpha('curtain', color[3]);
+ else
+ core.setAlpha('curtain', 1);
+ core.fillRect('curtain', 0, 0, 416, 416, core.arrayToRGB(color));
+ core.status.curtainColor = color;
+ }
+ else {
+ core.clearMap('curtain');
+ core.setAlpha('curtain', 0);
}
// 更改天气
- if (core.isset(core.floors[floorId].weather)) {
- core.setWeather(core.floors[floorId].weather[0], core.floors[floorId].weather[1])
+ var weather = core.getFlag('weather', null);
+ if (!core.isset(weather) && core.isset(core.floors[floorId].weather)) {
+ weather = core.floors[floorId].weather;
+ }
+ if (core.isset(weather)) {
+ core.setWeather(weather[0], weather[1])
}
else core.setWeather();
@@ -1561,19 +1569,19 @@ events.prototype.disableQuickShop = function (shopId) {
////// 能否使用快捷商店 //////
events.prototype.canUseQuickShop = function(shopId) {
- if (core.isset(core.floors[core.status.floorId].canUseQuickShop) && !core.floors[core.status.floorId].canUseQuickShop)
- return '当前不能使用快捷商店。';
-
- return null;
+ return this.eventdata.canUseQuickShop(shopId);
}
////// 设置角色行走图 //////
-events.prototype.setHeroIcon = function (name) {
+events.prototype.setHeroIcon = function (name, noDraw) {
if (core.isset(core.material.images.images[name]) && core.material.images.images[name].width==128) {
core.setFlag("heroIcon", name);
+ core.material.images.hero.onload = function () {
+ core.material.icons.hero.height = core.material.images.images[name].height/4;
+ core.control.updateHeroIcon(name);
+ if (!noDraw) core.drawHero();
+ }
core.material.images.hero.src = core.material.images.images[name].src;
- core.material.icons.hero.height = core.material.images.images[name].height/4;
- core.drawHero();
}
}
@@ -1582,7 +1590,7 @@ events.prototype.checkLvUp = function () {
if (!core.flags.enableLevelUp || !core.isset(core.firstData.levelUp)
|| core.status.hero.lv>=core.firstData.levelUp.length) return;
// 计算下一个所需要的数值
- var need=core.firstData.levelUp[core.status.hero.lv].need;
+ var need=(core.firstData.levelUp[core.status.hero.lv]||{}).need;
if (!core.isset(need)) return;
if (core.status.hero.experience>=need) {
// 升级
diff --git a/libs/ui.js b/libs/ui.js
index 47cd026e..f7984067 100644
--- a/libs/ui.js
+++ b/libs/ui.js
@@ -862,8 +862,11 @@ ui.prototype.drawBattleAnimate = function(monsterId, callback) {
var hero_hp = core.getStatus('hp'), hero_atk = core.getStatus('atk'), hero_def = core.getStatus('def'),
hero_mdef = core.getStatus('mdef');
- var monster = core.material.enemys[monsterId];
- var mon_hp = monster.hp, mon_atk = monster.atk, mon_def = monster.def, mon_money=monster.money, mon_exp = monster.experience, mon_special=monster.special;
+
+ hero_hp=Math.max(0, hero_hp);
+ hero_atk=Math.max(0, hero_atk);
+ hero_def=Math.max(0, hero_def);
+ hero_mdef=Math.max(0, hero_mdef);
if (core.flags.equipPercentage) {
hero_atk = Math.floor(core.getFlag('equip_atk_buff',1)*hero_atk);
@@ -871,30 +874,30 @@ ui.prototype.drawBattleAnimate = function(monsterId, callback) {
hero_mdef = Math.floor(core.getFlag('equip_mdef_buff',1)*hero_mdef);
}
+ var enemy = core.material.enemys[monsterId];
+ var enemyInfo = core.enemys.getEnemyInfo(enemy, hero_hp, hero_atk, hero_def, hero_mdef);
+ var mon_hp = enemyInfo.hp, mon_atk = enemyInfo.atk, mon_def = enemyInfo.def, mon_money=enemyInfo.money,
+ mon_exp = enemyInfo.experience, mon_special=enemyInfo.special;
+
var initDamage = 0; // 战前伤害
// 吸血
if (core.enemys.hasSpecial(mon_special, 11)) {
- var vampireDamage = hero_hp * monster.value;
+ var vampireDamage = hero_hp * enemy.value;
// 如果有神圣盾免疫吸血等可以在这里写
- vampireDamage = Math.floor(vampireDamage);
+ vampireDamage = Math.floor(vampireDamage) || 0;
// 加到自身
- if (monster.add) // 如果加到自身
+ if (enemy.add) // 如果加到自身
mon_hp += vampireDamage;
initDamage += vampireDamage;
}
- hero_hp -= core.enemys.getExtraDamage(monster);
+ hero_hp -= core.enemys.getExtraDamage(enemy);
- if (core.enemys.hasSpecial(mon_special, 10)) { // 模仿
- mon_atk=hero_atk;
- mon_def=hero_def;
- }
if (core.enemys.hasSpecial(mon_special, 2)) hero_def=0; // 魔攻
- if (core.enemys.hasSpecial(mon_special, 3) && mon_def0) {
- var name="";
+ var name=null;
if (key=='yellowDoor') name="黄门";
else if (key=='blueDoor') name="蓝门";
else if (key=='redDoor') name="红门";
else if (key=='greenDoor') name="绿门";
else if (key=='steelDoor') name="铁门";
- else name=core.material.items[key].name;
+ else name=(core.material.items[key]||{}).name;
if (core.isset(name)) {
text+=name+value+"个;";
}
diff --git a/main.js b/main.js
index 130a77b3..54442633 100644
--- a/main.js
+++ b/main.js
@@ -51,6 +51,7 @@ function main() {
'data': document.getElementById('data'),
'statusLabels': document.getElementsByClassName('statusLabel'),
'floorCol': document.getElementById('floorCol'),
+ 'nameCol': document.getElementById('nameCol'),
'lvCol': document.getElementById('lvCol'),
'hpmaxCol': document.getElementById('hpmaxCol'),
'mdefCol': document.getElementById('mdefCol'),
@@ -76,6 +77,7 @@ function main() {
this.statusBar = {
'image': {
'floor': document.getElementById('img-floor'),
+ 'name': document.getElementById('img-name'),
'lv': document.getElementById('img-lv'),
'hpmax': document.getElementById('img-hpmax'),
'hp': document.getElementById("img-hp"),
@@ -95,6 +97,7 @@ function main() {
},
'icons': {
'floor': 0,
+ 'name': null,
'lv': 1,
'hpmax': 2,
'hp': 3,
@@ -120,6 +123,7 @@ function main() {
'equipbox': 23,
},
'floor': document.getElementById('floor'),
+ 'name': document.getElementById('name'),
'lv': document.getElementById('lv'),
'hpmax': document.getElementById('hpmax'),
'hp': document.getElementById('hp'),
@@ -413,8 +417,22 @@ main.statusBar.image.toolbox.onclick = function () {
return;
}
+ if (main.core.isPlaying()) {
+ main.core.openToolbox(core.status.event.id != 'equipbox');
+ }
+}
+
+////// 双击状态栏中的工具箱时 //////
+main.statusBar.image.toolbox.ondblclick = function () {
+
+ if (core.isset(core.status.replay) && core.status.replay.replaying) {
+ core.rewindReplay();
+ return;
+ }
+
if (main.core.isPlaying())
- main.core.openToolbox(true);
+ main.core.openEquipbox(true);
+
}
////// 点击状态栏中的快捷商店时 //////
diff --git a/project/data.js b/project/data.js
index d708e48a..e035a504 100644
--- a/project/data.js
+++ b/project/data.js
@@ -187,6 +187,7 @@ data_a1e2fb4a_e986_4524_b0da_9b7ba7c0874d =
},
"flags": {
"enableFloor": true,
+ "enableName": false,
"enableLv": false,
"enableHPMax": false,
"enableMDef": true,
diff --git a/project/functions.js b/project/functions.js
index 168941a4..fc0ea1af 100644
--- a/project/functions.js
+++ b/project/functions.js
@@ -129,7 +129,7 @@ functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a =
core.playSound('attack.mp3');
core.drawAnimate(equipAnimate, x, y);
- var damage = core.enemys.getDamage(enemyId);
+ var damage = core.enemys.getDamage(enemyId, x, y);
if (damage == null) damage = core.status.hero.hp+1;
// 扣减体力值
@@ -336,6 +336,18 @@ functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a =
// 怪物数据的动态修改迁移到了“脚本编辑 - updateEnemys”中,详见文档说明
core.enemys.updateEnemys();
+},
+ "canUseQuickShop": function(shopId) {
+ // 当前能否使用某个快捷商店
+ // shopId:快捷商店ID
+ // 如果返回一个字符串,表示不能,字符串为不能使用的提示
+ // 返回null代表可以使用
+
+ // 检查当前楼层的canUseQuickShop选项是否为false
+ if (core.floors[core.status.floorId].canUseQuickShop === false)
+ return '当前楼层不能使用快捷商店。';
+
+ return null;
}
},
"enemys": {
@@ -367,14 +379,86 @@ functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a =
[21, "退化", function (enemy) {return "战斗后勇士永久下降"+(enemy.atkValue||0)+"点攻击和"+(enemy.defValue||0)+"点防御";}],
[22, "固伤", function (enemy) {return "战斗前,怪物对勇士造成"+(enemy.damage||0)+"点固定伤害,无视勇士魔防。";}],
[23, "重生", "怪物被击败后,角色转换楼层则怪物将再次出现"],
- [24, "激光", function (enemy) {return "经过怪物同行或同列时自动减生命"+(enemy.value||0)+"点";}]
+ [24, "激光", function (enemy) {return "经过怪物同行或同列时自动减生命"+(enemy.value||0)+"点";}],
+ [25, "光环", function (enemy) {return "同楼层所有怪物生命提升"+(enemy.value||0)+"%,攻击提升"+(enemy.atkValue||0)+"%,防御提升"+(enemy.defValue||0)+"%,"+(enemy.add?"可叠加":"不可叠加");}]
];
},
- "getDamageInfo": function (enemy, hero_hp, hero_atk, hero_def, hero_mdef) {
- // 获得战斗伤害信息(实际伤害计算函数)
-
- // 怪物生命,怪物攻击、防御、特殊属性
+ "getEnemyInfo": function (enemy, hero_hp, hero_atk, hero_def, hero_mdef, 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
+ //
+ // 参数说明:
+ // enemy:该怪物信息
+ // hero_hp,hero_atk,hero_def,hero_mdef:勇士的生命攻防魔防数据
+ // x,y:该怪物的坐标(查看手册和强制战斗时为undefined)
+ // floorId:该怪物所在的楼层
+ // 后面三个参数主要是可以在光环等效果上可以适用(也可以按需制作部分范围光环效果)
+ floorId = floorId || core.status.floorId;
var mon_hp = enemy.hp, mon_atk = enemy.atk, mon_def = enemy.def, mon_special = enemy.special;
+ var mon_money = enemy.money, mon_experience = enemy.experience, mon_point = enemy.point;
+ // 模仿
+ if (this.hasSpecial(mon_special, 10)) {
+ mon_atk = hero_atk;
+ mon_def = hero_def;
+ }
+ // 坚固
+ if (this.hasSpecial(mon_special, 3) && mon_def < hero_atk - 1) {
+ mon_def = hero_atk - 1;
+ }
+
+ // 光环效果
+ // 检查当前楼层所有光环怪物(数字25)
+ var hp_delta = 0, atk_delta = 0, def_delta = 0, cnt = 0;
+ // 遍历每个图块
+ core.status.maps[floorId].blocks.forEach(function (block) {
+ if (core.isset(block.event) && !block.disable) {
+ // 获得该图块的ID
+ var id = block.event.id, enemy = core.material.enemys[id];
+ // 检查是不是怪物,且是否拥有该特殊属性
+ if (core.isset(enemy) && core.hasSpecial(enemy.special, 25)) {
+ // 检查是否可叠加
+ if (enemy.add || cnt == 0) {
+ hp_delta += enemy.value || 0;
+ atk_delta += enemy.atkValue || 0;
+ def_delta += enemy.defValue || 0;
+ cnt++;
+ }
+ }
+ }
+ });
+ // 增加比例;如果要增加数值可以直接在这里修改
+ mon_hp *= (1+hp_delta/100);
+ mon_atk *= (1+atk_delta/100);
+ mon_def *= (1+def_delta/100);
+
+ // TODO:可以在这里新增其他的怪物数据变化
+ // 比如仿攻(怪物攻击不低于勇士攻击):
+ // if (this.hasSpecial(mon_special, 27) && mon_atk < hero_atk) {
+ // mon_atk = hero_atk;
+ // }
+ // 也可以按需增加各种自定义内容(比如幻塔的魔杖效果等)
+
+ return {
+ "hp": Math.floor(mon_hp),
+ "atk": Math.floor(mon_atk),
+ "def": Math.floor(mon_def),
+ "money": Math.floor(mon_money),
+ "experience": Math.floor(mon_experience),
+ "point": Math.floor(mon_point),
+ "special": mon_special
+ };
+},
+ "getDamageInfo": function (enemy, hero_hp, hero_atk, hero_def, hero_mdef, x, y, floorId) {
+ // 获得战斗伤害信息(实际伤害计算函数)
+ //
+ // 参数说明:
+ // enemy:该怪物信息
+ // hero_hp,hero_atk,hero_def,hero_mdef:勇士的生命攻防魔防数据
+ // x,y:该怪物的坐标(查看手册和强制战斗时为undefined)
+ // floorId:该怪物所在的楼层
+ // 后面三个参数主要是可以在光环等效果上可以适用
+ floorId = floorId || core.status.floorId;
+
// 勇士的负属性都按0计算
hero_hp=Math.max(0, hero_hp);
hero_atk=Math.max(0, hero_atk);
@@ -387,11 +471,16 @@ functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a =
hero_def = Math.floor(core.getFlag('equip_def_buff',1)*hero_def);
hero_mdef = Math.floor(core.getFlag('equip_mdef_buff',1)*hero_mdef);
}
+
+ // 怪物的各项数据
+ // 对坚固模仿等处理扔到了脚本编辑-getEnemyInfo之中
+ var enemyInfo = core.enemys.getEnemyInfo(enemy, hero_hp, hero_atk, hero_def, hero_mdef, x, y, floorId);
+ var mon_hp = enemyInfo.hp, mon_atk = enemyInfo.atk, mon_def = enemyInfo.def, mon_special = enemyInfo.special;
// 如果是无敌属性,且勇士未持有十字架
if (this.hasSpecial(mon_special, 20) && !core.hasItem("cross"))
return null; // 不可战斗
-
+
// 战前造成的额外伤害(可被魔防抵消)
var init_damage = 0;
@@ -410,15 +499,6 @@ functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a =
init_damage += vampire_damage;
}
- // 模仿
- if (this.hasSpecial(mon_special, 10)) {
- mon_atk = hero_atk;
- mon_def = hero_def;
- }
- // 坚固
- if (this.hasSpecial(mon_special, 3) && mon_def < hero_atk - 1)
- mon_def = hero_atk - 1;
-
// 检查是否破防;否则直接返回不可战斗
if (hero_atk <= mon_def) return null;
@@ -486,6 +566,31 @@ functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a =
}
},
"control": {
+ "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
+
+ var fromId = core.status.floorId;
+
+ // 检查能否飞行
+ if (!core.floors[fromId].canFlyTo || !core.floors[toId].canFlyTo) {
+ core.drawTip("无法飞往" + core.floors[toId].title +"!");
+ return false;
+ }
+
+ // 获得两个楼层的索引,以决定是上楼梯还是下楼梯
+ var fromIndex = core.floorIds.indexOf(fromId), toIndex = core.floorIds.indexOf(toId);
+ var stair = fromIndex<=toIndex?"downFloor":"upFloor";
+ // 地下层:同层传送至上楼梯
+ if (fromIndex == toIndex && core.floorIds[fromId].underGround) stair = "upFloor";
+ // 记录录像
+ core.status.route.push("fly:"+toId);
+ // 传送
+ core.ui.closePanel();
+ core.changeFloor(toId, stair, null, null, callback);
+
+ return true;
+},
"updateStatusBar": function () {
// 更新状态栏
@@ -497,7 +602,10 @@ functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a =
core.setStatus('hp', Math.min(core.getStatus('hpmax'), core.getStatus('hp')));
}
- // 设置等级奴名称
+ // 设置勇士名字和图标
+ core.statusBar.name.innerHTML = core.getStatus('name');
+
+ // 设置等级名称
var lvName = core.getLvName();
core.statusBar.lv.innerHTML = lvName;
// 检测是不是纯数字;如果带中文等需要取消斜体(不然很难看的!)
@@ -584,7 +692,7 @@ functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a =
}
// Step2: 更新领域、阻击伤害
- core.status.checkBlock.damage = []; // 记录(x,y)点的伤害;(x,y)对应的值是 x+y*core.bigmap
+ core.status.checkBlock.damage = []; // 记录(x,y)点的伤害;(x,y)对应的值是 x+core.bigmap.width*y
for (var x=0;x0 && x