getEnemyInfo & Aura

This commit is contained in:
oc 2018-10-11 16:53:39 +08:00
parent 3d17624898
commit 41d9c5a298
11 changed files with 186 additions and 87 deletions

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@ -103,6 +103,12 @@ 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",

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@ -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。

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@ -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)) {

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@ -1030,14 +1030,14 @@ 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<core.floorIds.length && index!=now && core.floors[core.floorIds[index]].cannotViewMap)
index++;
if (index<core.floorIds.length)
core.ui.drawMaps(index);
}
else if (x>=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--;
@ -2067,6 +2067,10 @@ 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 +2082,11 @@ 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;

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@ -1280,7 +1280,7 @@ 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) {
@ -1514,7 +1514,7 @@ 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) {

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@ -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;}
@ -821,13 +825,13 @@ 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 //////

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@ -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;

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@ -1120,7 +1120,7 @@ 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;

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@ -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_def<hero_atk) mon_def=hero_atk-1; // 坚固
// 实际操作
var turn = 0; // 0为勇士攻击
@ -904,7 +907,7 @@ ui.prototype.drawBattleAnimate = function(monsterId, callback) {
var turns = 2;
if (core.enemys.hasSpecial(mon_special, 4)) turns=3;
if (core.enemys.hasSpecial(mon_special, 5)) turns=4;
if (core.enemys.hasSpecial(mon_special, 6)) turns=1+(monster.n||4);
if (core.enemys.hasSpecial(mon_special, 6)) turns=1+(enemy.n||4);
// 初始伤害
if (core.enemys.hasSpecial(mon_special, 7)) initDamage+=Math.floor(core.values.breakArmor * hero_def);
@ -1158,7 +1161,7 @@ ui.prototype.drawBattleAnimate = function(monsterId, callback) {
return;
}
}, 500);
}, 400);
}
////// 绘制等待界面 //////
@ -1192,7 +1195,7 @@ ui.prototype.drawSyncSave = function () {
core.status.event.id = 'syncSave';
this.drawChoices(null, [
"同步存档到服务器", "从服务器加载存档", "存档至本地文件", "从本地文件读档", "下载当前录像", "清空本地存档", "返回主菜单"
"同步存档到服务器", "从服务器加载存档", "存档至本地文件", "从本地文件读档", "回放当前录像", "下载当前录像", "清空本地存档", "返回主菜单"
]);
}

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@ -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
@ -367,14 +367,86 @@ 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 +459,16 @@ 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 +487,6 @@ 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;
@ -657,7 +725,7 @@ functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a =
// 检测左右是否存在相同的怪物,且拥有夹击属性
if (x>0 && x<core.bigmap.width-1) {
var id1=core.status.checkBlock.map[x-1+core.bigmap.width*y],
id2=core.status.checkBlock.map[x+1+core.bigmap.height*y];
id2=core.status.checkBlock.map[x+1+core.bigmap.width*y];
if (core.isset(id1) && core.isset(id2) && id1==id2) {
var enemy = core.material.enemys[id1];
if (core.isset(enemy) && core.enemys.hasSpecial(enemy.special, 16)) {

View File

@ -1,4 +1,16 @@
HTML5魔塔样板V2.4.2
HTML5魔塔样板V2.4.1
增加光环属性
怪物属性获取独立到脚本编辑中
楼层传送代码独立到脚本编辑中
状态栏可以显示角色名字
修复大地图的夹击Bug
iOS设备默认关闭新版存档
部分其他细节优化
-----------------------------------------------------------------------
HTML5魔塔样板V2.4.2
允许导入tilesets直接使用无需PS和注册
tilesets的素材允许以矩形方式整体绘制