setHeroIcon onload
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@ -2254,13 +2254,11 @@ events.prototype.setHeroIcon = function (name, noDraw) {
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var img = core.material.images.images[name];
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if (!img) return;
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core.setFlag("heroIcon", name);
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core.material.images.hero.onload = function () {
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core.material.icons.hero.width = img.width / 4;
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core.material.icons.hero.height = img.height / 4;
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core.control.updateHeroIcon(name);
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if (!noDraw) core.drawHero();
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}
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core.material.images.hero.src = img.src;
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core.material.images.hero = img;
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core.material.icons.hero.width = img.width / 4;
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core.material.icons.hero.height = img.height / 4;
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core.control.updateHeroIcon(name);
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if (!noDraw) core.drawHero();
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}
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////// 检查升级事件 //////
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@ -465,7 +465,7 @@ var functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a =
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[12, "中毒", "战斗后,勇士陷入中毒状态,每一步损失生命" + core.values.poisonDamage + "点"],
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[13, "衰弱", "战斗后,勇士陷入衰弱状态,攻防暂时下降" + (core.values.weakValue >= 1 ? core.values.weakValue + "点" : parseInt(core.values.weakValue * 100) + "%")],
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[14, "诅咒", "战斗后,勇士陷入诅咒状态,战斗无法获得金币和经验"],
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[15, "领域", function (enemy) { return "经过怪物周围" + (enemy.range || 1) + "格时自动减生命" + (enemy.value || 0) + "点"; }],
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[15, "领域", function (enemy) { return "经过怪物周围" + (enemy.zoneSquare ? "九宫格" : "十字") + "范围内" + (enemy.range || 1) + "格时自动减生命" + (enemy.value || 0) + "点"; }],
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[16, "夹击", "经过两只相同的怪物中间,勇士生命值变成一半"],
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[17, "仇恨", "战斗前,怪物附加之前积累的仇恨值作为伤害" + (core.flags.hatredDecrease ? ";战斗后,释放一半的仇恨值" : "") + "。(每杀死一个怪物获得" + (core.values.hatred || 0) + "点仇恨值)"],
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[18, "阻击", function (enemy) { return "经过怪物的十字领域时自动减生命" + (enemy.value || 0) + "点,同时怪物后退一格"; }],
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