Update Equipment

This commit is contained in:
oc 2018-05-05 19:53:15 +08:00
parent 920fc35769
commit 2cc6ce49be
2 changed files with 351 additions and 189 deletions

View File

@ -14,19 +14,17 @@ functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a =
if (core.flags.bombFourDirections)
core.material.items.bomb.text = "可以炸掉勇士四周的怪物";
if (core.flags.equipment) {
core.material.items.sword1 = {'cls': 'constants', 'name': '铁剑', 'text': '一把很普通的铁剑'};
core.material.items.sword2 = {'cls': 'constants', 'name': '银剑', 'text': '一把很普通的银剑'};
core.material.items.sword3 = {'cls': 'constants', 'name': '骑士剑', 'text': '一把很普通的骑士剑'};
core.material.items.sword4 = {'cls': 'constants', 'name': '圣剑', 'text': '一把很普通的圣剑'};
core.material.items.sword5 = {'cls': 'constants', 'name': '神圣剑', 'text': '一把很普通的神圣剑'};
core.material.items.shield1 = {'cls': 'constants', 'name': '铁盾', 'text': '一个很普通的铁盾'};
core.material.items.shield2 = {'cls': 'constants', 'name': '银盾', 'text': '一个很普通的银盾'};
core.material.items.shield3 = {'cls': 'constants', 'name': '骑士盾', 'text': '一个很普通的骑士盾'};
core.material.items.shield4 = {'cls': 'constants', 'name': '圣盾', 'text': '一个很普通的圣盾'};
core.material.items.shield5 = {'cls': 'constants', 'name': '神圣盾', 'text': '一个很普通的神圣盾'};
core.material.items.sword1.cls = 'constants';
core.material.items.sword2.cls = 'constants';
core.material.items.sword3.cls = 'constants';
core.material.items.sword4.cls = 'constants';
core.material.items.sword5.cls = 'constants';
core.material.items.shield1.cls = 'constants';
core.material.items.shield2.cls = 'constants';
core.material.items.shield3.cls = 'constants';
core.material.items.shield4.cls = 'constants';
core.material.items.shield5.cls = 'constants';
}
},
////// 不同难度分别设置初始属性 //////
"setInitData":function (hard) {

View File

@ -1,180 +1,344 @@
items_296f5d02_12fd_4166_a7c1_b5e830c9ee3a =
{
"items" : {
// 钥匙
'yellowKey': {'cls': 'keys', 'name': '黄钥匙'},
'blueKey': {'cls': 'keys', 'name': '蓝钥匙'},
'redKey': {'cls': 'keys', 'name': '红钥匙'},
// 宝石、血瓶
'redJewel': {'cls': 'items', 'name': '红宝石'},
'blueJewel': {'cls': 'items', 'name': '蓝宝石'},
'greenJewel': {'cls': 'items', 'name': '绿宝石'},
'yellowJewel': {'cls': 'items', 'name': '黄宝石'},
'redPotion': {'cls': 'items', 'name': '红血瓶'},
'bluePotion': {'cls': 'items', 'name': '蓝血瓶'},
'yellowPotion': {'cls': 'items', 'name': '黄血瓶'},
'greenPotion': {'cls': 'items', 'name': '绿血瓶'},
'sword1': {'cls': 'items', 'name': '铁剑', 'isEquipment': true},
'sword2': {'cls': 'items', 'name': '银剑', 'isEquipment': true},
'sword3': {'cls': 'items', 'name': '骑士剑', 'isEquipment': true},
'sword4': {'cls': 'items', 'name': '圣剑', 'isEquipment': true},
'sword5': {'cls': 'items', 'name': '神圣剑', 'isEquipment': true},
'shield1': {'cls': 'items', 'name': '铁盾', 'isEquipment': true},
'shield2': {'cls': 'items', 'name': '银盾', 'isEquipment': true},
'shield3': {'cls': 'items', 'name': '骑士盾', 'isEquipment': true},
'shield4': {'cls': 'items', 'name': '圣盾', 'isEquipment': true},
'shield5': {'cls': 'items', 'name': '神圣盾', 'isEquipment': true},
'superPotion': {'cls': 'items', 'name': '圣水'},
'moneyPocket': {'cls': 'items', 'name': '金钱袋'},
// 物品
'sword0': {'cls': 'constants', 'name': '折断的剑', 'text': '没有任何作用的剑,相当于脱掉装备。'},
'shield0': {'cls': 'constants', 'name': '残破的盾', 'text': '没有任何作用的盾,相当于脱掉装备。'},
'book': {'cls': 'constants', 'name': '怪物手册', 'text': '可以查看当前楼层各怪物属性'},
'fly': {'cls': 'constants', 'name': '楼层传送器', 'text': '可以自由往来去过的楼层'},
'coin': {'cls': 'constants', 'name': '幸运金币', 'text': '持有时打败怪物可得双倍金币'},
'snow': {'cls': 'constants', 'name': '冰冻徽章', 'text': '可以将四周的熔岩变成平地'},
'cross': {'cls': 'constants', 'name': '十字架', 'text': '持有后无视怪物的无敌属性'},
'knife': {'cls': 'constants', 'name': '屠龙匕首', 'text': '该道具尚未被定义'},
'shoes': {'cls': 'constants', 'name': '绿鞋', 'text': '持有时无视负面地形'},
// 道具
'bigKey': {'cls': 'tools', 'name': '大黄门钥匙', 'text': '可以开启当前层所有黄门'},
'greenKey': {'cls': 'tools', 'name': '绿钥匙', 'text': '可以打开一扇绿门'},
'steelKey': {'cls': 'tools', 'name': '铁门钥匙', 'text': '可以打开一扇铁门'},
'pickaxe': {'cls': 'tools', 'name': '破墙镐', 'text': '可以破坏勇士面前的墙'},
'icePickaxe': {'cls': 'tools', 'name': '破冰镐', 'text': '可以破坏勇士面前的一堵冰墙'},
'bomb': {'cls': 'tools', 'name': '炸弹', 'text': '可以炸掉勇士面前的怪物'},
'centerFly': {'cls': 'tools', 'name': '中心对称飞行器', 'text': '可以飞向当前楼层中心对称的位置'},
'upFly': {'cls': 'tools', 'name': '上楼器', 'text': '可以飞往楼上的相同位置'},
'downFly': {'cls': 'tools', 'name': '下楼器', 'text': '可以飞往楼下的相同位置'},
'earthquake': {'cls': 'tools', 'name': '地震卷轴', 'text': '可以破坏当前层的所有墙'},
'poisonWine': {'cls': 'tools', 'name': '解毒药水', 'text': '可以解除中毒状态'},
'weakWine': {'cls': 'tools', 'name': '解衰药水', 'text': '可以解除衰弱状态'},
'curseWine': {'cls': 'tools', 'name': '解咒药水', 'text': '可以解除诅咒状态'},
'superWine': {'cls': 'tools', 'name': '万能药水', 'text': '可以解除所有不良状态'},
'hammer': {'cls': 'tools', 'name': '圣锤', 'text': '可以炸掉勇士面前的怪物'}
},
"itemEffect" : {
"redJewel":"core.status.hero.atk += core.values.redJewel * ratio",
"blueJewel":"core.status.hero.def += core.values.blueJewel * ratio",
"greenJewel":"core.status.hero.mdef += core.values.greenJewel * ratio",
"yellowJewel":"core.status.hero.hp+=1000;core.status.hero.atk+=6;core.status.hero.def+=6;core.status.hero.mdef+=10;",
// 黄宝石属性:需自己定义
"redPotion":"core.status.hero.hp += core.values.redPotion * ratio",
"bluePotion":"core.status.hero.hp += core.values.bluePotion * ratio",
"yellowPotion":"core.status.hero.hp += core.values.yellowPotion * ratio",
"greenPotion":"core.status.hero.hp += core.values.greenPotion * ratio",
"sword1":"core.status.hero.atk += core.values.sword1",
"sword2":"core.status.hero.atk += core.values.sword2",
"sword3":"core.status.hero.atk += core.values.sword3",
"sword4":"core.status.hero.atk += core.values.sword4",
"sword5":"core.status.hero.atk += core.values.sword5",
"shield1":"core.status.hero.def += core.values.shield1",
"shield2":"core.status.hero.def += core.values.shield2",
"shield3":"core.status.hero.def += core.values.shield3",
"shield4":"core.status.hero.def += core.values.shield4",
"shield5":"core.status.hero.def += core.values.shield5",
"bigKey":"core.status.hero.items.keys.yellowKey++;core.status.hero.items.keys.blueKey++;core.status.hero.items.keys.redKey++;",
// 只有是钥匙盒才会执行这一步
"superPotion":"core.status.hero.hp *= 2",
"moneyPocket":"core.status.hero.money += core.values.moneyPocket",
},
"itemEffectTip" : {
"redJewel":"',攻击+'+core.values.redJewel * ratio",
"blueJewel":"',防御+'+core.values.blueJewel * ratio",
"greenJewel":"',魔防+'+core.values.greenJewel * ratio",
"yellowJewel":"',全属性提升'",
"redPotion":"',生命+'+core.values.redPotion * ratio",
"bluePotion":"',生命+'+core.values.bluePotion * ratio",
"yellowPotion":"',生命+'+core.values.yellowPotion * ratio",
"greenPotion":"',生命+'+core.values.greenPotion * ratio",
"sword1":"',攻击+'+core.values.sword1",
"sword2":"',攻击+'+core.values.sword2",
"sword3":"',攻击+'+core.values.sword3",
"sword4":"',攻击+'+core.values.sword4",
"sword5":"',攻击+'+core.values.sword5",
"shield1":"',防御+'+core.values.shield1",
"shield2":"',防御+'+core.values.shield2",
"shield3":"',防御+'+core.values.shield3",
"shield4":"',防御+'+core.values.shield4",
"shield5":"',防御+'+core.values.shield5",
"bigKey":"',全钥匙+1'",
"superPotion":"',生命值翻倍'",
"moneyPocket":"',金币+'+core.values.moneyPocket",
},
"useItemEffect": {
"book": "core.ui.drawBook(0);",
"fly": "core.ui.drawFly(core.status.hero.flyRange.indexOf(core.status.floorId));",
"earthquake": "core.removeBlockByIds(core.status.floorId, core.status.event.data);\ncore.drawMap(core.status.floorId, function () {\n core.drawHero();\n core.updateFg();\n core.drawTip(core.material.items[itemId].name + '使用成功');\n});",
"pickaxe": "core.removeBlockByIds(core.status.floorId, core.status.event.data);\ncore.drawMap(core.status.floorId, function () {\n core.drawHero();\n core.updateFg();\n core.drawTip(core.material.items[itemId].name + '使用成功');\n});",
"icePickaxe": "core.removeBlockByIds(core.status.floorId, core.status.event.data);\ncore.drawMap(core.status.floorId, function () {\n core.drawHero(), 'stop');\n core.updateFg();\n core.drawTip(core.material.items[itemId].name + '使用成功');\n});",
"snow": "core.removeBlockByIds(core.status.floorId, core.status.event.data);\ncore.drawMap(core.status.floorId, function () {\n core.drawHero();\n core.updateFg();\n core.drawTip(core.material.items[itemId].name + '使用成功');\n});",
"bigKey": "core.removeBlockByIds(core.status.floorId, core.status.event.data);\ncore.drawMap(core.status.floorId, function () {\n core.drawHero();\n core.updateFg();\n core.drawTip(core.material.items[itemId].name + '使用成功');\n});",
"bomb": "core.removeBlockByIds(core.status.floorId, core.status.event.data);\ncore.drawMap(core.status.floorId, function () {\n core.drawHero();\n core.updateFg();\n core.drawTip(core.material.items[itemId].name + '使用成功');\n core.events.afterUseBomb();\n});",
"hammer": "core.removeBlockByIds(core.status.floorId, core.status.event.data);\ncore.drawMap(core.status.floorId, function () {\n core.drawHero();\n core.updateFg();\n core.drawTip(core.material.items[itemId].name + '使用成功');\n core.events.afterUseBomb();\n});",
"centerFly": "core.clearMap('hero', 0, 0, 416, 416);\ncore.setHeroLoc('x', core.status.event.data.x);\ncore.setHeroLoc('y', core.status.event.data.y);\ncore.drawHero();\ncore.drawTip(core.material.items[itemId].name + '使用成功');",
"upFly": "var loc = {'direction': core.status.hero.loc.direction, 'x': core.status.event.data.x, 'y': core.status.event.data.y};\ncore.changeFloor(core.status.event.data.id, null, loc, null, function (){\n core.drawTip(core.material.items[itemId].name + '使用成功');\n core.replay();\n});",
"downFly": "var loc = {'direction': core.status.hero.loc.direction, 'x': core.status.event.data.x, 'y': core.status.event.data.y};\ncore.changeFloor(core.status.event.data.id, null, loc, null, function (){\n core.drawTip(core.material.items[itemId].name + '使用成功');\n core.replay();\n});",
"poisonWine": "core.setFlag('poison', false);",
"weakWine": "core.setFlag('weak', false);\ncore.status.hero.atk += core.values.weakValue;\ncore.status.hero.def += core.values.weakValue;",
"curseWine": "core.setFlag('curse', false);",
"superWine": "core.setFlag('poison', false);\nif (core.hasFlag('weak')) {\n core.setFlag('weak', false);\n core.status.hero.atk += core.values.weakValue;\n core.status.hero.def += core.values.weakValue;\n}\ncore.setFlag('curse', false);",
"sword0": "core.plugin.useEquipment(itemId)",
"sword1": "core.plugin.useEquipment(itemId)",
"sword2": "core.plugin.useEquipment(itemId)",
"sword3": "core.plugin.useEquipment(itemId)",
"sword4": "core.plugin.useEquipment(itemId)",
"sword5": "core.plugin.useEquipment(itemId)",
"shield0": "core.plugin.useEquipment(itemId)",
"shield1": "core.plugin.useEquipment(itemId)",
"shield2": "core.plugin.useEquipment(itemId)",
"shield3": "core.plugin.useEquipment(itemId)",
"shield4": "core.plugin.useEquipment(itemId)",
"shield5": "core.plugin.useEquipment(itemId)",
},
"canUseItemEffect": {
"book": "true",
"fly": "core.status.hero.flyRange.indexOf(core.status.floorId)>=0",
"pickaxe": "var able=false;\nvar ids = [];\nfor (var i in core.status.thisMap.blocks) {\n var block = core.status.thisMap.blocks[i];\n if (core.isset(block.event) && !(core.isset(block.enable) && !block.enable) &&\n (block.event.id == 'yellowWall' || block.event.id=='whiteWall' || block.event.id=='blueWall')) // 能破哪些墙\n {\n // 四个方向\n if (core.flags.pickaxeFourDirections) {\n if (Math.abs(block.x-core.status.hero.loc.x)+Math.abs(block.y-core.status.hero.loc.y)<=1) {\n ids.push(i);\n }\n }\n else {\n if (block.x == core.nextX() && block.y == core.nextY()) {\n ids.push(i);\n }\n }\n }\n}\nif (ids.length>0) {\n core.status.event.data = ids;\n able=true;\n}\nable",
"icePickaxe": "var able=false;\nfor (var i in core.status.thisMap.blocks) {\n var block = core.status.thisMap.blocks[i];\n if (core.isset(block.event) && !(core.isset(block.enable) && !block.enable) && block.x==core.nextX() && block.y==core.nextY() && block.event.id=='ice') {\n core.status.event.data = [i];\n able=true;\n }\n}\nable",
"bomb": "var able=false;\nvar ids = [];\nfor (var i in core.status.thisMap.blocks) {\n var block = core.status.thisMap.blocks[i];\n if (core.isset(block.event) && !(core.isset(block.enable) && !block.enable) && block.event.cls.indexOf('enemy')==0 && Math.abs(block.x-core.status.hero.loc.x)+Math.abs(block.y-core.status.hero.loc.y)<=1) {\n var enemy = core.material.enemys[block.event.id];\n if ((core.isset(enemy.bomb) && !enemy.bomb) || (core.isset(enemy.notBomb) && enemy.notBomb)) continue;\n if (core.flags.bombFourDirections || (block.x==core.nextX() && block.y==core.nextY()))\n ids.push(i);\n }\n}\nif (ids.length>0) {\n core.status.event.data = ids;\n able=true;\n}\nable",
"hammer": "var able=false;\nfor (var i in core.status.thisMap.blocks) {\n var block = core.status.thisMap.blocks[i];\n if (core.isset(block.event) && !(core.isset(block.enable) && !block.enable) && block.event.cls.indexOf('enemy')==0 && block.x==core.nextX() && block.y==core.nextY()) {\n var enemy = core.material.enemys[block.event.id];\n ((core.isset(enemy.bomb) && !enemy.bomb) || (core.isset(enemy.notBomb) && enemy.notBomb)) continue;\n core.status.event.data = [i];\n able=true;\n }\n}\nable",
"earthquake": "var able=false;\nvar ids = [];\nfor (var i in core.status.thisMap.blocks) {\n var block = core.status.thisMap.blocks[i];\n if (core.isset(block.event) && !(core.isset(block.enable) && !block.enable) && (block.event.id == 'yellowWall' || block.event.id == 'blueWall' || block.event.id == 'whiteWall')) // 能炸的墙壁\n ids.push(i);\n}\nif (ids.length>0) {\n core.status.event.data = ids;\n able=true;\n}\nable",
"centerFly": "var able=false;\nvar toX = 12 - core.getHeroLoc('x'), toY = 12-core.getHeroLoc('y');\nvar block = core.getBlock(toX, toY);\nif (block==null) {\n core.status.event.data = {'x': toX, 'y': toY};\n able = true;\n}\nable",
"upFly": "var able=false;\nvar floorId = core.status.floorId, index = core.floorIds.indexOf(floorId);\nif (index<core.floorIds.length-1) {\n\tvar toId = core.floorIds[index+1], toX = core.getHeroLoc('x'), toY = core.getHeroLoc('y');\n\tif (core.getBlock(toX, toY, toId)==null) {\n\t\tcore.status.event.data = {'id': toId, 'x': toX, 'y': toY};\n\t\table=true;\n\t}\n}\nable",
"downFly": "var able=false;\nvar floorId = core.status.floorId, index = core.floorIds.indexOf(floorId);\nif (index>0) {\n\tvar toId = core.floorIds[index-1], toX = core.getHeroLoc('x'), toY = core.getHeroLoc('y');\n\tif (core.getBlock(toX, toY, toId)==null) {\n\t\tcore.status.event.data = {'id': toId, 'x': toX, 'y': toY};\n\t\table=true;\n\t}\n}\nable",
"snow": "var able=false;\nvar ids = [];\nfor (var i in core.status.thisMap.blocks) {\n var block = core.status.thisMap.blocks[i];\n if (core.isset(block.event) && !(core.isset(block.enable) && !block.enable) && block.event.id == 'lava' && Math.abs(block.x-core.status.hero.loc.x)+Math.abs(block.y-core.status.hero.loc.y)<=1) {\n ids.push(i);\n }\n}\nif (ids.length>0) {\n core.status.event.data = ids;\n able=true;\n}\nable",
"bigKey": "var able=false;\nvar ids = [];\nfor (var i in core.status.thisMap.blocks) {\n var block = core.status.thisMap.blocks[i];\n if (core.isset(block.event) && !(core.isset(block.enable) && !block.enable) && block.event.id == 'yellowDoor') {\n ids.push(i);\n }\n}\nif (ids.length>0) {\n core.status.event.data = ids;\n able=true;\n}\nable",
"poisonWine": "core.hasFlag('poison')",
"weakWine": "core.hasFlag('weak')",
"curseWine": "core.hasFlag('curse')",
"superWine": "core.hasFlag('poison') || core.hasFlag('weak') || core.hasFlag('curse')",
"sword0": "true",
"sword1": "true",
"sword2": "true",
"sword3": "true",
"sword4": "true",
"sword5": "true",
"shield0": "true",
"shield1": "true",
"shield2": "true",
"shield3": "true",
"shield4": "true",
"shiled5": "true",
}
"items": {
"yellowKey": {
"cls": "keys",
"name": "黄钥匙"
},
"blueKey": {
"cls": "keys",
"name": "蓝钥匙"
},
"redKey": {
"cls": "keys",
"name": "红钥匙"
},
"redJewel": {
"cls": "items",
"name": "红宝石"
},
"blueJewel": {
"cls": "items",
"name": "蓝宝石"
},
"greenJewel": {
"cls": "items",
"name": "绿宝石"
},
"yellowJewel": {
"cls": "items",
"name": "黄宝石"
},
"redPotion": {
"cls": "items",
"name": "红血瓶"
},
"bluePotion": {
"cls": "items",
"name": "蓝血瓶"
},
"yellowPotion": {
"cls": "items",
"name": "黄血瓶"
},
"greenPotion": {
"cls": "items",
"name": "绿血瓶"
},
"sword1": {
"cls": "items",
"name": "铁剑",
"isEquipment": true,
"text": "一把很普通的铁剑"
},
"sword2": {
"cls": "items",
"name": "银剑",
"isEquipment": true,
"text": "一把很普通的银剑"
},
"sword3": {
"cls": "items",
"name": "骑士剑",
"isEquipment": true,
"text": "一把很普通的骑士剑"
},
"sword4": {
"cls": "items",
"name": "圣剑",
"isEquipment": true,
"text": "一把很普通的圣剑"
},
"sword5": {
"cls": "items",
"name": "神圣剑",
"isEquipment": true,
"text": "一把很普通的神圣剑"
},
"shield1": {
"cls": "items",
"name": "铁盾",
"isEquipment": true,
"text": "一个很普通的铁盾"
},
"shield2": {
"cls": "items",
"name": "银盾",
"isEquipment": true,
"text": "一个很普通的银盾"
},
"shield3": {
"cls": "items",
"name": "骑士盾",
"isEquipment": true,
"text": "一个很普通的骑士盾"
},
"shield4": {
"cls": "items",
"name": "圣盾",
"isEquipment": true,
"text": "一个很普通的圣盾"
},
"shield5": {
"cls": "items",
"name": "神圣盾",
"isEquipment": true,
"text": "一个很普通的神圣盾"
},
"superPotion": {
"cls": "items",
"name": "圣水"
},
"moneyPocket": {
"cls": "items",
"name": "金钱袋"
},
"sword0": {
"cls": "constants",
"name": "折断的剑",
"text": "没有任何作用的剑,相当于脱掉装备。"
},
"shield0": {
"cls": "constants",
"name": "残破的盾",
"text": "没有任何作用的盾,相当于脱掉装备。"
},
"book": {
"cls": "constants",
"name": "怪物手册",
"text": "可以查看当前楼层各怪物属性"
},
"fly": {
"cls": "constants",
"name": "楼层传送器",
"text": "可以自由往来去过的楼层"
},
"coin": {
"cls": "constants",
"name": "幸运金币",
"text": "持有时打败怪物可得双倍金币"
},
"snow": {
"cls": "constants",
"name": "冰冻徽章",
"text": "可以将四周的熔岩变成平地"
},
"cross": {
"cls": "constants",
"name": "十字架",
"text": "持有后无视怪物的无敌属性"
},
"knife": {
"cls": "constants",
"name": "屠龙匕首",
"text": "该道具尚未被定义"
},
"shoes": {
"cls": "constants",
"name": "绿鞋",
"text": "持有时无视负面地形"
},
"bigKey": {
"cls": "tools",
"name": "大黄门钥匙",
"text": "可以开启当前层所有黄门"
},
"greenKey": {
"cls": "tools",
"name": "绿钥匙",
"text": "可以打开一扇绿门"
},
"steelKey": {
"cls": "tools",
"name": "铁门钥匙",
"text": "可以打开一扇铁门"
},
"pickaxe": {
"cls": "tools",
"name": "破墙镐",
"text": "可以破坏勇士面前的墙"
},
"icePickaxe": {
"cls": "tools",
"name": "破冰镐",
"text": "可以破坏勇士面前的一堵冰墙"
},
"bomb": {
"cls": "tools",
"name": "炸弹",
"text": "可以炸掉勇士面前的怪物"
},
"centerFly": {
"cls": "tools",
"name": "中心对称飞行器",
"text": "可以飞向当前楼层中心对称的位置"
},
"upFly": {
"cls": "tools",
"name": "上楼器",
"text": "可以飞往楼上的相同位置"
},
"downFly": {
"cls": "tools",
"name": "下楼器",
"text": "可以飞往楼下的相同位置"
},
"earthquake": {
"cls": "tools",
"name": "地震卷轴",
"text": "可以破坏当前层的所有墙"
},
"poisonWine": {
"cls": "tools",
"name": "解毒药水",
"text": "可以解除中毒状态"
},
"weakWine": {
"cls": "tools",
"name": "解衰药水",
"text": "可以解除衰弱状态"
},
"curseWine": {
"cls": "tools",
"name": "解咒药水",
"text": "可以解除诅咒状态"
},
"superWine": {
"cls": "tools",
"name": "万能药水",
"text": "可以解除所有不良状态"
},
"hammer": {
"cls": "tools",
"name": "圣锤",
"text": "可以炸掉勇士面前的怪物"
}
},
"itemEffect": {
"redJewel": "core.status.hero.atk += core.values.redJewel * ratio",
"blueJewel": "core.status.hero.def += core.values.blueJewel * ratio",
"greenJewel": "core.status.hero.mdef += core.values.greenJewel * ratio",
"yellowJewel": "core.status.hero.hp+=1000;core.status.hero.atk+=6;core.status.hero.def+=6;core.status.hero.mdef+=10;",
"redPotion": "core.status.hero.hp += core.values.redPotion * ratio",
"bluePotion": "core.status.hero.hp += core.values.bluePotion * ratio",
"yellowPotion": "core.status.hero.hp += core.values.yellowPotion * ratio",
"greenPotion": "core.status.hero.hp += core.values.greenPotion * ratio",
"sword1": "core.status.hero.atk += core.values.sword1",
"sword2": "core.status.hero.atk += core.values.sword2",
"sword3": "core.status.hero.atk += core.values.sword3",
"sword4": "core.status.hero.atk += core.values.sword4",
"sword5": "core.status.hero.atk += core.values.sword5",
"shield1": "core.status.hero.def += core.values.shield1",
"shield2": "core.status.hero.def += core.values.shield2",
"shield3": "core.status.hero.def += core.values.shield3",
"shield4": "core.status.hero.def += core.values.shield4",
"shield5": "core.status.hero.def += core.values.shield5",
"bigKey": "core.status.hero.items.keys.yellowKey++;core.status.hero.items.keys.blueKey++;core.status.hero.items.keys.redKey++;",
"superPotion": "core.status.hero.hp *= 2",
"moneyPocket": "core.status.hero.money += core.values.moneyPocket"
},
"itemEffectTip": {
"redJewel": "',攻击+'+core.values.redJewel * ratio",
"blueJewel": "',防御+'+core.values.blueJewel * ratio",
"greenJewel": "',魔防+'+core.values.greenJewel * ratio",
"yellowJewel": "',全属性提升'",
"redPotion": "',生命+'+core.values.redPotion * ratio",
"bluePotion": "',生命+'+core.values.bluePotion * ratio",
"yellowPotion": "',生命+'+core.values.yellowPotion * ratio",
"greenPotion": "',生命+'+core.values.greenPotion * ratio",
"sword1": "',攻击+'+core.values.sword1",
"sword2": "',攻击+'+core.values.sword2",
"sword3": "',攻击+'+core.values.sword3",
"sword4": "',攻击+'+core.values.sword4",
"sword5": "',攻击+'+core.values.sword5",
"shield1": "',防御+'+core.values.shield1",
"shield2": "',防御+'+core.values.shield2",
"shield3": "',防御+'+core.values.shield3",
"shield4": "',防御+'+core.values.shield4",
"shield5": "',防御+'+core.values.shield5",
"bigKey": "',全钥匙+1'",
"superPotion": "',生命值翻倍'",
"moneyPocket": "',金币+'+core.values.moneyPocket"
},
"useItemEffect": {
"book": "core.ui.drawBook(0);",
"fly": "core.ui.drawFly(core.status.hero.flyRange.indexOf(core.status.floorId));",
"earthquake": "core.removeBlockByIds(core.status.floorId, core.status.event.data);\ncore.drawMap(core.status.floorId, function () {\n core.drawHero();\n core.updateFg();\n core.drawTip(core.material.items[itemId].name + '使用成功');\n});",
"pickaxe": "core.removeBlockByIds(core.status.floorId, core.status.event.data);\ncore.drawMap(core.status.floorId, function () {\n core.drawHero();\n core.updateFg();\n core.drawTip(core.material.items[itemId].name + '使用成功');\n});",
"icePickaxe": "core.removeBlockByIds(core.status.floorId, core.status.event.data);\ncore.drawMap(core.status.floorId, function () {\n core.drawHero(), 'stop');\n core.updateFg();\n core.drawTip(core.material.items[itemId].name + '使用成功');\n});",
"snow": "core.removeBlockByIds(core.status.floorId, core.status.event.data);\ncore.drawMap(core.status.floorId, function () {\n core.drawHero();\n core.updateFg();\n core.drawTip(core.material.items[itemId].name + '使用成功');\n});",
"bigKey": "core.removeBlockByIds(core.status.floorId, core.status.event.data);\ncore.drawMap(core.status.floorId, function () {\n core.drawHero();\n core.updateFg();\n core.drawTip(core.material.items[itemId].name + '使用成功');\n});",
"bomb": "core.removeBlockByIds(core.status.floorId, core.status.event.data);\ncore.drawMap(core.status.floorId, function () {\n core.drawHero();\n core.updateFg();\n core.drawTip(core.material.items[itemId].name + '使用成功');\n core.events.afterUseBomb();\n});",
"hammer": "core.removeBlockByIds(core.status.floorId, core.status.event.data);\ncore.drawMap(core.status.floorId, function () {\n core.drawHero();\n core.updateFg();\n core.drawTip(core.material.items[itemId].name + '使用成功');\n core.events.afterUseBomb();\n});",
"centerFly": "core.clearMap('hero', 0, 0, 416, 416);\ncore.setHeroLoc('x', core.status.event.data.x);\ncore.setHeroLoc('y', core.status.event.data.y);\ncore.drawHero();\ncore.drawTip(core.material.items[itemId].name + '使用成功');",
"upFly": "var loc = {'direction': core.status.hero.loc.direction, 'x': core.status.event.data.x, 'y': core.status.event.data.y};\ncore.changeFloor(core.status.event.data.id, null, loc, null, function (){\n core.drawTip(core.material.items[itemId].name + '使用成功');\n core.replay();\n});",
"downFly": "var loc = {'direction': core.status.hero.loc.direction, 'x': core.status.event.data.x, 'y': core.status.event.data.y};\ncore.changeFloor(core.status.event.data.id, null, loc, null, function (){\n core.drawTip(core.material.items[itemId].name + '使用成功');\n core.replay();\n});",
"poisonWine": "core.setFlag('poison', false);",
"weakWine": "core.setFlag('weak', false);\ncore.status.hero.atk += core.values.weakValue;\ncore.status.hero.def += core.values.weakValue;",
"curseWine": "core.setFlag('curse', false);",
"superWine": "core.setFlag('poison', false);\nif (core.hasFlag('weak')) {\n core.setFlag('weak', false);\n core.status.hero.atk += core.values.weakValue;\n core.status.hero.def += core.values.weakValue;\n}\ncore.setFlag('curse', false);",
"sword0": "core.plugin.useEquipment(itemId)",
"sword1": "core.plugin.useEquipment(itemId)",
"sword2": "core.plugin.useEquipment(itemId)",
"sword3": "core.plugin.useEquipment(itemId)",
"sword4": "core.plugin.useEquipment(itemId)",
"sword5": "core.plugin.useEquipment(itemId)",
"shield0": "core.plugin.useEquipment(itemId)",
"shield1": "core.plugin.useEquipment(itemId)",
"shield2": "core.plugin.useEquipment(itemId)",
"shield3": "core.plugin.useEquipment(itemId)",
"shield4": "core.plugin.useEquipment(itemId)",
"shield5": "core.plugin.useEquipment(itemId)"
},
"canUseItemEffect": {
"book": "true",
"fly": "core.status.hero.flyRange.indexOf(core.status.floorId)>=0",
"pickaxe": "var able=false;\nvar ids = [];\nfor (var i in core.status.thisMap.blocks) {\n var block = core.status.thisMap.blocks[i];\n if (core.isset(block.event) && !(core.isset(block.enable) && !block.enable) &&\n (block.event.id == 'yellowWall' || block.event.id=='whiteWall' || block.event.id=='blueWall')) // 能破哪些墙\n {\n // 四个方向\n if (core.flags.pickaxeFourDirections) {\n if (Math.abs(block.x-core.status.hero.loc.x)+Math.abs(block.y-core.status.hero.loc.y)<=1) {\n ids.push(i);\n }\n }\n else {\n if (block.x == core.nextX() && block.y == core.nextY()) {\n ids.push(i);\n }\n }\n }\n}\nif (ids.length>0) {\n core.status.event.data = ids;\n able=true;\n}\nable",
"icePickaxe": "var able=false;\nfor (var i in core.status.thisMap.blocks) {\n var block = core.status.thisMap.blocks[i];\n if (core.isset(block.event) && !(core.isset(block.enable) && !block.enable) && block.x==core.nextX() && block.y==core.nextY() && block.event.id=='ice') {\n core.status.event.data = [i];\n able=true;\n }\n}\nable",
"bomb": "var able=false;\nvar ids = [];\nfor (var i in core.status.thisMap.blocks) {\n var block = core.status.thisMap.blocks[i];\n if (core.isset(block.event) && !(core.isset(block.enable) && !block.enable) && block.event.cls.indexOf('enemy')==0 && Math.abs(block.x-core.status.hero.loc.x)+Math.abs(block.y-core.status.hero.loc.y)<=1) {\n var enemy = core.material.enemys[block.event.id];\n if ((core.isset(enemy.bomb) && !enemy.bomb) || (core.isset(enemy.notBomb) && enemy.notBomb)) continue;\n if (core.flags.bombFourDirections || (block.x==core.nextX() && block.y==core.nextY()))\n ids.push(i);\n }\n}\nif (ids.length>0) {\n core.status.event.data = ids;\n able=true;\n}\nable",
"hammer": "var able=false;\nfor (var i in core.status.thisMap.blocks) {\n var block = core.status.thisMap.blocks[i];\n if (core.isset(block.event) && !(core.isset(block.enable) && !block.enable) && block.event.cls.indexOf('enemy')==0 && block.x==core.nextX() && block.y==core.nextY()) {\n var enemy = core.material.enemys[block.event.id];\n ((core.isset(enemy.bomb) && !enemy.bomb) || (core.isset(enemy.notBomb) && enemy.notBomb)) continue;\n core.status.event.data = [i];\n able=true;\n }\n}\nable",
"earthquake": "var able=false;\nvar ids = [];\nfor (var i in core.status.thisMap.blocks) {\n var block = core.status.thisMap.blocks[i];\n if (core.isset(block.event) && !(core.isset(block.enable) && !block.enable) && (block.event.id == 'yellowWall' || block.event.id == 'blueWall' || block.event.id == 'whiteWall')) // 能炸的墙壁\n ids.push(i);\n}\nif (ids.length>0) {\n core.status.event.data = ids;\n able=true;\n}\nable",
"centerFly": "var able=false;\nvar toX = 12 - core.getHeroLoc('x'), toY = 12-core.getHeroLoc('y');\nvar block = core.getBlock(toX, toY);\nif (block==null) {\n core.status.event.data = {'x': toX, 'y': toY};\n able = true;\n}\nable",
"upFly": "var able=false;\nvar floorId = core.status.floorId, index = core.floorIds.indexOf(floorId);\nif (index<core.floorIds.length-1) {\n\tvar toId = core.floorIds[index+1], toX = core.getHeroLoc('x'), toY = core.getHeroLoc('y');\n\tif (core.getBlock(toX, toY, toId)==null) {\n\t\tcore.status.event.data = {'id': toId, 'x': toX, 'y': toY};\n\t\table=true;\n\t}\n}\nable",
"downFly": "var able=false;\nvar floorId = core.status.floorId, index = core.floorIds.indexOf(floorId);\nif (index>0) {\n\tvar toId = core.floorIds[index-1], toX = core.getHeroLoc('x'), toY = core.getHeroLoc('y');\n\tif (core.getBlock(toX, toY, toId)==null) {\n\t\tcore.status.event.data = {'id': toId, 'x': toX, 'y': toY};\n\t\table=true;\n\t}\n}\nable",
"snow": "var able=false;\nvar ids = [];\nfor (var i in core.status.thisMap.blocks) {\n var block = core.status.thisMap.blocks[i];\n if (core.isset(block.event) && !(core.isset(block.enable) && !block.enable) && block.event.id == 'lava' && Math.abs(block.x-core.status.hero.loc.x)+Math.abs(block.y-core.status.hero.loc.y)<=1) {\n ids.push(i);\n }\n}\nif (ids.length>0) {\n core.status.event.data = ids;\n able=true;\n}\nable",
"bigKey": "var able=false;\nvar ids = [];\nfor (var i in core.status.thisMap.blocks) {\n var block = core.status.thisMap.blocks[i];\n if (core.isset(block.event) && !(core.isset(block.enable) && !block.enable) && block.event.id == 'yellowDoor') {\n ids.push(i);\n }\n}\nif (ids.length>0) {\n core.status.event.data = ids;\n able=true;\n}\nable",
"poisonWine": "core.hasFlag('poison')",
"weakWine": "core.hasFlag('weak')",
"curseWine": "core.hasFlag('curse')",
"superWine": "core.hasFlag('poison') || core.hasFlag('weak') || core.hasFlag('curse')",
"sword0": "true",
"sword1": "true",
"sword2": "true",
"sword3": "true",
"sword4": "true",
"sword5": "true",
"shield0": "true",
"shield1": "true",
"shield2": "true",
"shield3": "true",
"shield4": "true",
"shiled5": "true",
"shield5": "true"
}
}