setVolume & useLoop
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@ -557,6 +557,12 @@ var data_comment_c456ea59_6018_45ef_8bcc_211a24c627dc =
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"_bool": "bool",
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"_data": "是否循环计算临界;如果此项为true则使用循环法(而不是回合数计算法)来算临界"
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},
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"loopStep": {
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"_leaf": true,
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"_type": "textbox",
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"_range": "thiseval==null || thiseval>0",
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"_data": "循环计算临界时,每次攻击增加量为原始攻击的多少分之一。\n例如,5000就代表循环中每次攻击增加量是原始攻击的1/5000(向上取整)。\n默认值5000。"
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},
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"startUsingCanvas": {
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"_leaf": true,
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"_type": "checkbox",
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@ -275,6 +275,9 @@ control.prototype.showStartAnimate = function (noAnimate, callback) {
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core.clearMap('all');
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core.clearMap('curtain');
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// 重置音量
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core.events.setVolume(1, 0);
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if (core.flags.startUsingCanvas) {
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core.dom.startTop.style.display = 'none';
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core.dom.startButtonGroup.style.display = 'block';
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@ -2535,6 +2538,9 @@ control.prototype.loadData = function (data, callback) {
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core.control.updateGlobalAttribute(Object.keys(toAttribute));
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}
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// 重置音量
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core.events.setVolume(core.getFlag("__volume__", 1), 0);
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// load icons
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var icon = core.getFlag("heroIcon", "hero.png");
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if (core.isset(core.material.images.images[icon])) {
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@ -179,7 +179,7 @@ enemys.prototype.nextCriticals = function (enemy, number, x, y, floorId) {
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}
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else { // 暴力for循环法
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pre = info.damage;
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var per_add = Math.ceil(hero_atk / 5000);
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var per_add = Math.ceil(hero_atk / (core.flags.loopStep||5000));
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if (per_add<0) per_add = 1;
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for (var atk=hero_atk+per_add;atk<=mon_hp+mon_def;atk+=per_add) {
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var nextInfo = this.getDamageInfo(enemy, core.status.hero.hp, atk, core.status.hero.def, core.status.hero.mdef, x, y, floorId);
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@ -884,15 +884,14 @@ events.prototype.doAction = function() {
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this.doAction();
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break
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case "setVolume":
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data.value = parseInt(data.value||0);
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if (data.value<0) data.value=0;
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if (data.value>100) data.value=100;
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data.value = core.clamp(parseInt(data.value)/100, 0, 1);
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core.setFlag("__volume__", data.value);
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if (data.async) {
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this.setVolume(data.value/100, data.time);
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this.setVolume(data.value, data.time);
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this.doAction();
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}
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else {
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this.setVolume(data.value/100, data.time, function() {
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this.setVolume(data.value, data.time, function() {
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core.events.doAction();
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});
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}
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@ -324,6 +324,9 @@ maps.prototype.canMoveDirectly = function (destX,destY) {
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// 检查该楼层是否不可瞬间移动
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if (core.status.thisMap.cannotMoveDirectly) return -1;
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// flag:cannotMoveDirectly为true:不能
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if (core.hasFlag('cannotMoveDirectly')) return -1;
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// 中毒状态:不能
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if (core.hasFlag('poison')) return -1;
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@ -368,6 +368,7 @@ var data_a1e2fb4a_e986_4524_b0da_9b7ba7c0874d =
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"hatredDecrease": true,
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"betweenAttackCeil": false,
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"useLoop": false,
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"loopStep": 5000,
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"startUsingCanvas": false,
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"startDirectly": false,
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"statusCanvas": false,
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@ -429,7 +429,11 @@ var functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a =
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mon_def = hero_atk - 1;
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}
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// 光环效果
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// V2.5.3备注:
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// 这一部分是检查光环代码的,需要对整个地图上的图块进行遍历,可能会造成不必要的性能的损耗,尤其是循环计算临界会变得非常慢。
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// 因此默认注释掉此段代码以加快游戏运行速度。
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// 如果游戏中有光环怪物存在,取消注释(或按需根据floorId加判定)即可。
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/*
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// 检查当前楼层所有光环怪物(数字25)
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var hp_delta = 0, atk_delta = 0, def_delta = 0, cnt = 0;
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// 遍历每个图块
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@ -453,6 +457,7 @@ var functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a =
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mon_hp *= (1+hp_delta/100);
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mon_atk *= (1+atk_delta/100);
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mon_def *= (1+def_delta/100);
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*/
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// TODO:可以在这里新增其他的怪物数据变化
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// 比如仿攻(怪物攻击不低于勇士攻击):
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