Merge remote-tracking branch 'refs/remotes/ckcz123/v2.0' into v2.0-editor-docs-20180313

This commit is contained in:
YouWei Zhao 2018-03-15 22:38:42 +08:00
commit 4842dd3c8f
11 changed files with 757 additions and 316 deletions

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@ -0,0 +1,63 @@
// CodeMirror, copyright (c) by Marijn Haverbeke and others
// Distributed under an MIT license: http://codemirror.net/LICENSE
(function(mod) {
if (typeof exports == "object" && typeof module == "object") // CommonJS
mod(require("../../lib/codemirror"));
else if (typeof define == "function" && define.amd) // AMD
define(["../../lib/codemirror"], mod);
else // Plain browser env
mod(CodeMirror);
})(function(CodeMirror) {
"use strict";
// declare global: JSHINT
function validator(text, options) {
if (!window.JSHINT) {
if (window.console) {
window.console.error("Error: window.JSHINT not defined, CodeMirror JavaScript linting cannot run.");
}
return [];
}
if (!options.indent) // JSHint error.character actually is a column index, this fixes underlining on lines using tabs for indentation
options.indent = 1; // JSHint default value is 4
JSHINT(text, options, options.globals);
var errors = JSHINT.data().errors, result = [];
if (errors) parseErrors(errors, result);
return result;
}
CodeMirror.registerHelper("lint", "javascript", validator);
function parseErrors(errors, output) {
for ( var i = 0; i < errors.length; i++) {
var error = errors[i];
if (error) {
if (error.line <= 0) {
if (window.console) {
window.console.warn("Cannot display JSHint error (invalid line " + error.line + ")", error);
}
continue;
}
var start = error.character - 1, end = start + 1;
if (error.evidence) {
var index = error.evidence.substring(start).search(/.\b/);
if (index > -1) {
end += index;
}
}
// Convert to format expected by validation service
var hint = {
message: error.reason,
severity: error.code ? (error.code.startsWith('W') ? "warning" : "error") : "error",
from: CodeMirror.Pos(error.line - 1, start),
to: CodeMirror.Pos(error.line - 1, end)
};
output.push(hint);
}
}
}
});

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/* The lint marker gutter */
.CodeMirror-lint-markers {
width: 16px;
}
.CodeMirror-lint-tooltip {
background-color: #ffd;
border: 1px solid black;
border-radius: 4px 4px 4px 4px;
color: black;
font-family: monospace;
font-size: 10pt;
overflow: hidden;
padding: 2px 5px;
position: fixed;
white-space: pre;
white-space: pre-wrap;
z-index: 330;
max-width: 600px;
opacity: 0;
transition: opacity .4s;
-moz-transition: opacity .4s;
-webkit-transition: opacity .4s;
-o-transition: opacity .4s;
-ms-transition: opacity .4s;
}
.CodeMirror-lint-mark-error, .CodeMirror-lint-mark-warning {
background-position: left bottom;
background-repeat: repeat-x;
}
.CodeMirror-lint-mark-error {
background-image:
url("data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAAAQAAAADCAYAAAC09K7GAAAAAXNSR0IArs4c6QAAAAZiS0dEAP8A/wD/oL2nkwAAAAlwSFlzAAALEwAACxMBAJqcGAAAAAd0SU1FB9sJDw4cOCW1/KIAAAAZdEVYdENvbW1lbnQAQ3JlYXRlZCB3aXRoIEdJTVBXgQ4XAAAAHElEQVQI12NggIL/DAz/GdA5/xkY/qPKMDAwAADLZwf5rvm+LQAAAABJRU5ErkJggg==")
;
}
.CodeMirror-lint-mark-warning {
background-image: url("data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAAAQAAAADCAYAAAC09K7GAAAAAXNSR0IArs4c6QAAAAZiS0dEAP8A/wD/oL2nkwAAAAlwSFlzAAALEwAACxMBAJqcGAAAAAd0SU1FB9sJFhQXEbhTg7YAAAAZdEVYdENvbW1lbnQAQ3JlYXRlZCB3aXRoIEdJTVBXgQ4XAAAAMklEQVQI12NkgIIvJ3QXMjAwdDN+OaEbysDA4MPAwNDNwMCwiOHLCd1zX07o6kBVGQEAKBANtobskNMAAAAASUVORK5CYII=");
}
.CodeMirror-lint-marker-error, .CodeMirror-lint-marker-warning {
background-position: center center;
background-repeat: no-repeat;
cursor: pointer;
display: inline-block;
height: 16px;
width: 16px;
vertical-align: middle;
position: relative;
}
.CodeMirror-lint-message-error, .CodeMirror-lint-message-warning {
padding-left: 18px;
background-position: top left;
background-repeat: no-repeat;
}
.CodeMirror-lint-marker-error, .CodeMirror-lint-message-error {
background-image: url("data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAABAAAAAQCAMAAAAoLQ9TAAAAHlBMVEW7AAC7AACxAAC7AAC7AAAAAAC4AAC5AAD///+7AAAUdclpAAAABnRSTlMXnORSiwCK0ZKSAAAATUlEQVR42mWPOQ7AQAgDuQLx/z8csYRmPRIFIwRGnosRrpamvkKi0FTIiMASR3hhKW+hAN6/tIWhu9PDWiTGNEkTtIOucA5Oyr9ckPgAWm0GPBog6v4AAAAASUVORK5CYII=");
}
.CodeMirror-lint-marker-warning, .CodeMirror-lint-message-warning {
background-image: url("data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAABAAAAAQCAMAAAAoLQ9TAAAANlBMVEX/uwDvrwD/uwD/uwD/uwD/uwD/uwD/uwD/uwD6twD/uwAAAADurwD2tQD7uAD+ugAAAAD/uwDhmeTRAAAADHRSTlMJ8mN1EYcbmiixgACm7WbuAAAAVklEQVR42n3PUQqAIBBFUU1LLc3u/jdbOJoW1P08DA9Gba8+YWJ6gNJoNYIBzAA2chBth5kLmG9YUoG0NHAUwFXwO9LuBQL1giCQb8gC9Oro2vp5rncCIY8L8uEx5ZkAAAAASUVORK5CYII=");
}
.CodeMirror-lint-marker-multiple {
background-image: url("data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAAAcAAAAHCAMAAADzjKfhAAAACVBMVEUAAAAAAAC/v7914kyHAAAAAXRSTlMAQObYZgAAACNJREFUeNo1ioEJAAAIwmz/H90iFFSGJgFMe3gaLZ0od+9/AQZ0ADosbYraAAAAAElFTkSuQmCC");
background-repeat: no-repeat;
background-position: right bottom;
width: 100%; height: 100%;
}

252
_server/CodeMirror/lint.js Normal file
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@ -0,0 +1,252 @@
// CodeMirror, copyright (c) by Marijn Haverbeke and others
// Distributed under an MIT license: http://codemirror.net/LICENSE
(function(mod) {
if (typeof exports == "object" && typeof module == "object") // CommonJS
mod(require("../../lib/codemirror"));
else if (typeof define == "function" && define.amd) // AMD
define(["../../lib/codemirror"], mod);
else // Plain browser env
mod(CodeMirror);
})(function(CodeMirror) {
"use strict";
var GUTTER_ID = "CodeMirror-lint-markers";
function showTooltip(e, content) {
var tt = document.createElement("div");
tt.className = "CodeMirror-lint-tooltip";
tt.appendChild(content.cloneNode(true));
document.body.appendChild(tt);
function position(e) {
if (!tt.parentNode) return CodeMirror.off(document, "mousemove", position);
tt.style.top = Math.max(0, e.clientY - tt.offsetHeight - 5) + "px";
tt.style.left = (e.clientX + 5) + "px";
}
CodeMirror.on(document, "mousemove", position);
position(e);
if (tt.style.opacity != null) tt.style.opacity = 1;
return tt;
}
function rm(elt) {
if (elt.parentNode) elt.parentNode.removeChild(elt);
}
function hideTooltip(tt) {
if (!tt.parentNode) return;
if (tt.style.opacity == null) rm(tt);
tt.style.opacity = 0;
setTimeout(function() { rm(tt); }, 600);
}
function showTooltipFor(e, content, node) {
var tooltip = showTooltip(e, content);
function hide() {
CodeMirror.off(node, "mouseout", hide);
if (tooltip) { hideTooltip(tooltip); tooltip = null; }
}
var poll = setInterval(function() {
if (tooltip) for (var n = node;; n = n.parentNode) {
if (n && n.nodeType == 11) n = n.host;
if (n == document.body) return;
if (!n) { hide(); break; }
}
if (!tooltip) return clearInterval(poll);
}, 400);
CodeMirror.on(node, "mouseout", hide);
}
function LintState(cm, options, hasGutter) {
this.marked = [];
this.options = options;
this.timeout = null;
this.hasGutter = hasGutter;
this.onMouseOver = function(e) { onMouseOver(cm, e); };
this.waitingFor = 0
}
function parseOptions(_cm, options) {
if (options instanceof Function) return {getAnnotations: options};
if (!options || options === true) options = {};
return options;
}
function clearMarks(cm) {
var state = cm.state.lint;
if (state.hasGutter) cm.clearGutter(GUTTER_ID);
for (var i = 0; i < state.marked.length; ++i)
state.marked[i].clear();
state.marked.length = 0;
}
function makeMarker(labels, severity, multiple, tooltips) {
var marker = document.createElement("div"), inner = marker;
marker.className = "CodeMirror-lint-marker-" + severity;
if (multiple) {
inner = marker.appendChild(document.createElement("div"));
inner.className = "CodeMirror-lint-marker-multiple";
}
if (tooltips != false) CodeMirror.on(inner, "mouseover", function(e) {
showTooltipFor(e, labels, inner);
});
return marker;
}
function getMaxSeverity(a, b) {
if (a == "error") return a;
else return b;
}
function groupByLine(annotations) {
var lines = [];
for (var i = 0; i < annotations.length; ++i) {
var ann = annotations[i], line = ann.from.line;
(lines[line] || (lines[line] = [])).push(ann);
}
return lines;
}
function annotationTooltip(ann) {
var severity = ann.severity;
if (!severity) severity = "error";
var tip = document.createElement("div");
tip.className = "CodeMirror-lint-message-" + severity;
if (typeof ann.messageHTML != 'undefined') {
tip.innerHTML = ann.messageHTML;
} else {
tip.appendChild(document.createTextNode(ann.message));
}
return tip;
}
function lintAsync(cm, getAnnotations, passOptions) {
var state = cm.state.lint
var id = ++state.waitingFor
function abort() {
id = -1
cm.off("change", abort)
}
cm.on("change", abort)
getAnnotations(cm.getValue(), function(annotations, arg2) {
cm.off("change", abort)
if (state.waitingFor != id) return
if (arg2 && annotations instanceof CodeMirror) annotations = arg2
cm.operation(function() {updateLinting(cm, annotations)})
}, passOptions, cm);
}
function startLinting(cm) {
var state = cm.state.lint, options = state.options;
/*
* Passing rules in `options` property prevents JSHint (and other linters) from complaining
* about unrecognized rules like `onUpdateLinting`, `delay`, `lintOnChange`, etc.
*/
var passOptions = options.options || options;
var getAnnotations = options.getAnnotations || cm.getHelper(CodeMirror.Pos(0, 0), "lint");
if (!getAnnotations) return;
if (options.async || getAnnotations.async) {
lintAsync(cm, getAnnotations, passOptions)
} else {
var annotations = getAnnotations(cm.getValue(), passOptions, cm);
if (!annotations) return;
if (annotations.then) annotations.then(function(issues) {
cm.operation(function() {updateLinting(cm, issues)})
});
else cm.operation(function() {updateLinting(cm, annotations)})
}
}
function updateLinting(cm, annotationsNotSorted) {
clearMarks(cm);
var state = cm.state.lint, options = state.options;
var annotations = groupByLine(annotationsNotSorted);
for (var line = 0; line < annotations.length; ++line) {
var anns = annotations[line];
if (!anns) continue;
var maxSeverity = null;
var tipLabel = state.hasGutter && document.createDocumentFragment();
for (var i = 0; i < anns.length; ++i) {
var ann = anns[i];
var severity = ann.severity;
if (!severity) severity = "error";
maxSeverity = getMaxSeverity(maxSeverity, severity);
if (options.formatAnnotation) ann = options.formatAnnotation(ann);
if (state.hasGutter) tipLabel.appendChild(annotationTooltip(ann));
if (ann.to) state.marked.push(cm.markText(ann.from, ann.to, {
className: "CodeMirror-lint-mark-" + severity,
__annotation: ann
}));
}
if (state.hasGutter)
cm.setGutterMarker(line, GUTTER_ID, makeMarker(tipLabel, maxSeverity, anns.length > 1,
state.options.tooltips));
}
if (options.onUpdateLinting) options.onUpdateLinting(annotationsNotSorted, annotations, cm);
}
function onChange(cm) {
var state = cm.state.lint;
if (!state) return;
clearTimeout(state.timeout);
state.timeout = setTimeout(function(){startLinting(cm);}, state.options.delay || 500);
}
function popupTooltips(annotations, e) {
var target = e.target || e.srcElement;
var tooltip = document.createDocumentFragment();
for (var i = 0; i < annotations.length; i++) {
var ann = annotations[i];
tooltip.appendChild(annotationTooltip(ann));
}
showTooltipFor(e, tooltip, target);
}
function onMouseOver(cm, e) {
var target = e.target || e.srcElement;
if (!/\bCodeMirror-lint-mark-/.test(target.className)) return;
var box = target.getBoundingClientRect(), x = (box.left + box.right) / 2, y = (box.top + box.bottom) / 2;
var spans = cm.findMarksAt(cm.coordsChar({left: x, top: y}, "client"));
var annotations = [];
for (var i = 0; i < spans.length; ++i) {
var ann = spans[i].__annotation;
if (ann) annotations.push(ann);
}
if (annotations.length) popupTooltips(annotations, e);
}
CodeMirror.defineOption("lint", false, function(cm, val, old) {
if (old && old != CodeMirror.Init) {
clearMarks(cm);
if (cm.state.lint.options.lintOnChange !== false)
cm.off("change", onChange);
CodeMirror.off(cm.getWrapperElement(), "mouseover", cm.state.lint.onMouseOver);
clearTimeout(cm.state.lint.timeout);
delete cm.state.lint;
}
if (val) {
var gutters = cm.getOption("gutters"), hasLintGutter = false;
for (var i = 0; i < gutters.length; ++i) if (gutters[i] == GUTTER_ID) hasLintGutter = true;
var state = cm.state.lint = new LintState(cm, parseOptions(cm, val), hasLintGutter);
if (state.options.lintOnChange !== false)
cm.on("change", onChange);
if (state.options.tooltips != false && state.options.tooltips != "gutter")
CodeMirror.on(cm.getWrapperElement(), "mouseover", state.onMouseOver);
startLinting(cm);
}
});
CodeMirror.defineExtension("performLint", function() {
if (this.state.lint) startLinting(this);
});
});

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@ -19,6 +19,16 @@
width: 435px;
}
.leftTab .leftTabHeader {
position: fixed;
top: 15px;
left: 15px;
}
.leftTab .leftTabContent {
padding-top: 50px;
}
#appendPicSelection span {
position: absolute;
font-size:11px;
@ -28,19 +38,19 @@
#left6 {
left: 5px;
/* top: 1930px; */
top: 5px;
z-index: 200;
position: fixed;
background-color: rgb(245, 245, 245);
width: 100%;
height: 100%;
overflow: hidden;
}
#left6 #blocklyArea {
float: left;
width: 60%;
height: 100%;
height: 95%;
}
#left6 #blocklyDiv {
@ -50,7 +60,7 @@
#left6 .CodeMirror {
border: 1px solid #eee;
float: left;
height: 100%;
height: 95%;
width: 35%;
}
#left6 #codeArea {width: 99.5%; height: 15.4em;overflow:y;/* resize:none; */}

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@ -126,6 +126,32 @@ initscript=String.raw`
],
"false": []
}),
'<label text="商店购买属性/钥匙"></label>',
MotaActionFunctions.actionParser.parse([
{"type": "choices", "text": "\t[老人,man]少年,你需要钥匙吗?\n我这里有大把的",
"choices": [
{"text": "黄钥匙(\${9+flag:shop_times}金币)", "action": [
{"type": "if", "condition": "status:money>=9+flag:shop_times",
"true": [
{"type": "setValue", "name": "status:money", "value": "status:money-(9+flag:shop_times)"},
{"type": "setValue", "name": "item:yellowKey", "value": "item:yellowKey+1"},
],
"false": [
"\t[老人,man]你的金钱不足!",
{"type": "revisit"}
]
}
]},
{"text": "蓝钥匙(\${18+2*flag:shop_times}金币)", "action": [
]},
{"text": "离开", "action": [
{"type": "exit"}
]}
]
},
{"type": "setValue", "name": "flag:shop_times", "value": "flag:shop_times+1"},
{"type": "revisit"}
], 'event'),
'<label text="战前剧情"></label>',
MotaActionFunctions.actionParser.parse({
"trigger": "action",

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@ -5,9 +5,15 @@ var editor_multi = {};
var codeEditor = CodeMirror.fromTextArea(document.getElementById("multiLineCode"), {
lineNumbers: true,
matchBrackets: true,
indentUnit: 4,
tabSize: 4,
indentWithTabs: true,
smartIndent: true,
mode: {name: "javascript", json: true, globalVars: true},
lineWrapping: true,
continueComments: "Enter",
gutters: ["CodeMirror-lint-markers"],
lint: true,
extraKeys: {"Ctrl-Q": "toggleComment"},
});

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@ -5,6 +5,7 @@
<link href="_server/css/editor.css" rel="stylesheet">
<link href="_server/CodeMirror/codemirror.css" rel="stylesheet">
<link href="_server/CodeMirror/show-hint.css" rel="stylesheet">
<link href="_server/CodeMirror/lint.css" rel="stylesheet">
<link href="_server/css/editor_mode.css" rel="stylesheet">
</head>
<body>
@ -36,8 +37,9 @@
</div>
</div>
<div id="left1" class='leftTab' style="z-index:-1;opacity: 0;"><div ><!-- appendpic -->
<h3>追加素材</h3>
<div id="left1" class='leftTab' style="z-index:-1;opacity: 0;"><!-- appendpic -->
<h3 class="leftTabHeader">追加素材</h3>
<div class="leftTabContent">
<p>
<input id="selectFileBtn" type="button" value="导入文件到画板"/>
<select id="selectAppend"></select><!-- ["terrains", "animates", "enemys", "enemy48", "items", "npcs", "npc48"] -->
@ -56,9 +58,10 @@
</div>
</div>
</div></div>
<div id="left2" class='leftTab' style="z-index:-1;opacity: 0;"><div><!-- loc -->
<h3>地图选点&nbsp;&nbsp;<button onclick="editor.mode.onmode('save')">save</button></h3>
<p id='pos_a6771a78_a099_417c_828f_0a24851ebfce'>0,0</p>
<div id="left2" class='leftTab' style="z-index:-1;opacity: 0;"><!-- loc -->
<h3 class="leftTabHeader">地图选点&nbsp;&nbsp;<button onclick="editor.mode.onmode('save')">save</button></h3>
<div class="leftTabContent">
<p id='pos_a6771a78_a099_417c_828f_0a24851ebfce' style="margin-left: 15px">0,0</p>
<div class='etable'>
<table>
<tbody id='table_3d846fc4_7644_44d1_aa04_433d266a73df'>
@ -67,8 +70,9 @@
</table>
</div>
</div></div>
<div id="left3" class='leftTab' style="z-index:-1;opacity: 0;"><div><!-- emenyitem -->
<h3>图块属性&nbsp;&nbsp;<button onclick="editor.mode.onmode('save')">save</button></h3>
<div id="left3" class='leftTab' style="z-index:-1;opacity: 0;"><!-- emenyitem -->
<h3 class="leftTabHeader">图块属性&nbsp;&nbsp;<button onclick="editor.mode.onmode('save')">save</button></h3>
<div class="leftTabContent">
<div id='newIdIdnum'><!-- id and idnum -->
<input placeholder="输入新id"/>
<input placeholder="输入新idnum"/>
@ -84,8 +88,9 @@
</div>
</div>
</div></div>
<div id="left4" class='leftTab' style="z-index:-1;opacity: 0;"><div><!-- floor -->
<h3>楼层属性&nbsp;&nbsp;<button onclick="editor.mode.onmode('save')">save</button></h3>
<div id="left4" class='leftTab' style="z-index:-1;opacity: 0;"><!-- floor -->
<h3 class="leftTabHeader">楼层属性&nbsp;&nbsp;<button onclick="editor.mode.onmode('save')">save</button></h3>
<div class="leftTabContent">
<div class='etable'>
<table>
<tbody id='table_4a3b1b09_b2fb_4bdf_b9ab_9f4cdac14c74'>
@ -94,8 +99,9 @@
</table>
</div>
</div></div>
<div id="left5" class='leftTab' style="z-index:-1;opacity: 0;"><div><!-- tower -->
<h3>全塔属性&nbsp;&nbsp;<button onclick="editor.mode.onmode('save')">save</button></h3>
<div id="left5" class='leftTab' style="z-index:-1;opacity: 0;"><!-- tower -->
<h3 class="leftTabHeader">全塔属性&nbsp;&nbsp;<button onclick="editor.mode.onmode('save')">save</button></h3>
<div class="leftTabContent">
<div class='etable'>
<table>
<tbody id='table_b6a03e4c_5968_4633_ac40_0dfdd2c9cde5'>
@ -138,8 +144,9 @@
<button onclick="editor_multi.cancel()">cancel</button>
<textarea id="multiLineCode" name="multiLineCode"></textarea>
</div>
<div id="left8" class='leftTab' style="z-index:-1;opacity: 0;"><div><!-- functions -->
<h3>脚本编辑&nbsp;&nbsp;<button onclick="editor.mode.onmode('save')">save</button></h3>
<div id="left8" class='leftTab' style="z-index:-1;opacity: 0;"><!-- functions -->
<h3 class="leftTabHeader">脚本编辑&nbsp;&nbsp;<button onclick="editor.mode.onmode('save')">save</button></h3>
<div class="leftTabContent">
<div class='etable'>
<table>
<tbody id='table_e260a2be_5690_476a_b04e_dacddede78b3'>
@ -390,6 +397,9 @@ main.init('editor', function() {
<script src="_server/CodeMirror/codeMirror.bundle.min.js"></script>
<script src="_server/CodeMirror/show-hint.js"></script>
<script src="_server/CodeMirror/javascript-hint.js"></script>
<script src="_server/CodeMirror/jshint.min.js"></script>
<script src="_server/CodeMirror/lint.js"></script>
<script src="_server/CodeMirror/javascript-lint.js"></script>
</body>
</html>

View File

@ -34,11 +34,11 @@ comment_c456ea59_6018_45ef_8bcc_211a24c627dc =
},
"enemys_template" : {'name': '新敌人', 'hp': 0, 'atk': 0, 'def': 0, 'money': 0, 'experience': 0, 'point': 0, 'special': 0},
"maps" : {
"id" : "$range(false)$end",
"idnum" : "$range(false)$end",
"cls" : "$range(false)$end",
"trigger" : "$select({\"values\":[null,\"openDoor\",\"passNet\",\"changeLight\",\"ski\",\"pushBox\"]})$end",
"noPass" : "$select({\"values\":[null,true,false]})$end"
"id" : "图块ID \n$range(false)$end",
"idnum" : "图块数字 \n$range(false)$end",
"cls" : "图块类别 \n$range(false)$end",
"trigger" : "图块的默认触发器 \n$select({\"values\":[null,\"openDoor\",\"passNet\",\"changeLight\",\"ski\",\"pushBox\"]})$end",
"noPass" : "图块默认可通行状态 \n$select({\"values\":[null,true,false]})$end"
},
"floors" : {
'floor' : {

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@ -126,18 +126,18 @@ data_comment_c456ea59_6018_45ef_8bcc_211a24c627dc =
"bluePotion": " 蓝血瓶加血数值 ",
"yellowPotion": " 黄血瓶加血数值 ",
"greenPotion": " 绿血瓶加血数值 ",
"sword0": " 默认装备折断的剑的攻击力 ",
"shield0": " 默认装备残破的盾的防御力 ",
"sword1": " 铁剑加攻数值 ",
"shield1": " 铁盾加防数值 ",
"sword2": " 银剑加攻数值 ",
"shield2": " 银盾加防数值 ",
"sword3": " 骑士剑加攻数值 ",
"shield3": " 骑士盾加防数值 ",
"sword4": " 圣剑加攻数值 ",
"shield4": " 圣盾加防数值 ",
"sword5": " 神圣剑加攻数值 ",
"shield5": " 神圣盾加防数值 ",
"sword0": " 默认装备折断的剑的攻击力 \n$leaf(true)$end",
"shield0": " 默认装备残破的盾的防御力 \n$leaf(true)$end",
"sword1": " 铁剑加攻数值 \n$leaf(true)$end",
"shield1": " 铁盾加防数值 \n$leaf(true)$end",
"sword2": " 银剑加攻数值 \n$leaf(true)$end",
"shield2": " 银盾加防数值 \n$leaf(true)$end",
"sword3": " 骑士剑加攻数值 \n$leaf(true)$end",
"shield3": " 骑士盾加防数值 \n$leaf(true)$end",
"sword4": " 圣剑加攻数值 \n$leaf(true)$end",
"shield4": " 圣盾加防数值 \n$leaf(true)$end",
"sword5": " 神圣剑加攻数值 \n$leaf(true)$end",
"shield5": " 神圣盾加防数值 \n$leaf(true)$end",
"moneyPocket": " 金钱袋加金币的数值 ",
"breakArmor": " /****** 怪物相关 ******/ \n 破甲的比例战斗前怪物附加角色防御的x%作为伤害) ",
"counterAttack": " 反击的比例战斗时怪物每回合附加角色攻击的x%作为伤害,无视角色防御) ",

View File

@ -3,293 +3,293 @@ functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a =
"events":{
////// 游戏开始前的一些初始化操作 //////
"initGame": function() {
// 游戏开始前的一些初始化操作
// 游戏开始前的一些初始化操作
// 根据flag来对道具进行修改
if (core.flags.bigKeyIsBox)
core.material.items.bigKey = {'cls': 'items', 'name': '钥匙盒'};
// 面前的墙?四周的墙?
if (core.flags.pickaxeFourDirections)
core.material.items.pickaxe.text = "可以破坏勇士四周的墙";
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'};
}
// 根据flag来对道具进行修改
if (core.flags.bigKeyIsBox)
core.material.items.bigKey = {'cls': 'items', 'name': '钥匙盒'};
// 面前的墙?四周的墙?
if (core.flags.pickaxeFourDirections)
core.material.items.pickaxe.text = "可以破坏勇士四周的墙";
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'};
}
},
////// 不同难度分别设置初始属性 //////
"setInitData":function (hard) {
// 不同难度分别设置初始属性
if (hard=='Easy') { // 简单难度
core.setFlag('hard', 1); // 可以用flag:hard来获得当前难度
// 可以在此设置一些初始福利,比如设置初始生命值可以调用:
// core.setStatus("hp", 10000);
// 赠送一把黄钥匙可以调用
// core.setItem("yellowKey", 1);
}
if (hard=='Normal') { // 普通难度
core.setFlag('hard', 2); // 可以用flag:hard来获得当前难度
}
if (hard=='Hard') { // 困难难度
core.setFlag('hard', 3); // 可以用flag:hard来获得当前难度
}
if (hard=='Hell') { // 噩梦难度
core.setFlag('hard', 4); // 可以用flag:hard来获得当前难度
}
core.events.afterLoadData();
// 不同难度分别设置初始属性
if (hard=='Easy') { // 简单难度
core.setFlag('hard', 1); // 可以用flag:hard来获得当前难度
// 可以在此设置一些初始福利,比如设置初始生命值可以调用:
// core.setStatus("hp", 10000);
// 赠送一把黄钥匙可以调用
// core.setItem("yellowKey", 1);
}
if (hard=='Normal') { // 普通难度
core.setFlag('hard', 2); // 可以用flag:hard来获得当前难度
}
if (hard=='Hard') { // 困难难度
core.setFlag('hard', 3); // 可以用flag:hard来获得当前难度
}
if (hard=='Hell') { // 噩梦难度
core.setFlag('hard', 4); // 可以用flag:hard来获得当前难度
}
core.events.afterLoadData();
},
////// 游戏获胜事件 //////
"win" : function(reason) {
// 游戏获胜事件
core.ui.closePanel();
var replaying = core.status.replay.replaying;
core.stopReplay();
core.waitHeroToStop(function() {
core.removeGlobalAnimate(0,0,true);
core.clearMap('all'); // 清空全地图
core.drawText([
"\t[恭喜通关]你的分数是${status:hp}。"
], function () {
core.events.gameOver(reason||'', replaying);
})
});
// 游戏获胜事件
core.ui.closePanel();
var replaying = core.status.replay.replaying;
core.stopReplay();
core.waitHeroToStop(function() {
core.removeGlobalAnimate(0,0,true);
core.clearMap('all'); // 清空全地图
core.drawText([
"\t[恭喜通关]你的分数是${status:hp}。"
], function () {
core.events.gameOver(reason||'', replaying);
})
});
},
////// 游戏失败事件 //////
"lose" : function(reason) {
// 游戏失败事件
core.ui.closePanel();
var replaying = core.status.replay.replaying;
core.stopReplay();
core.waitHeroToStop(function() {
core.drawText([
"\t[结局1]你死了。\n如题。"
], function () {
core.events.gameOver(null, replaying);
});
})
// 游戏失败事件
core.ui.closePanel();
var replaying = core.status.replay.replaying;
core.stopReplay();
core.waitHeroToStop(function() {
core.drawText([
"\t[结局1]你死了。\n如题。"
], function () {
core.events.gameOver(null, replaying);
});
})
},
////// 转换楼层结束的事件 //////
"afterChangeFloor" : function (floorId) {
// 转换楼层结束的事件
if (!core.hasFlag("visited_"+floorId)) {
core.insertAction(core.floors[floorId].firstArrive);
core.setFlag("visited_"+floorId, true);
}
// 转换楼层结束的事件
if (!core.hasFlag("visited_"+floorId)) {
core.insertAction(core.floors[floorId].firstArrive);
core.setFlag("visited_"+floorId, true);
}
},
////// 加点事件 //////
"addPoint" : function (enemy) {
// 加点事件
var point = enemy.point;
if (!core.flags.enableAddPoint || !core.isset(point) || point<=0) return [];
// 加点事件
var point = enemy.point;
if (!core.flags.enableAddPoint || !core.isset(point) || point<=0) return [];
// 加点返回一个choices事件
return [
{"type": "choices",
"choices": [
{"text": "攻击+"+(1*point), "action": [
{"type": "setValue", "name": "status:atk", "value": "status:atk+"+(1*point)}
]},
{"text": "防御+"+(2*point), "action": [
{"type": "setValue", "name": "status:def", "value": "status:def+"+(2*point)}
]},
{"text": "生命+"+(200*point), "action": [
{"type": "setValue", "name": "status:hp", "value": "status:hp+"+(200*point)}
]},
]
}
];
// 加点返回一个choices事件
return [
{"type": "choices",
"choices": [
{"text": "攻击+"+(1*point), "action": [
{"type": "setValue", "name": "status:atk", "value": "status:atk+"+(1*point)}
]},
{"text": "防御+"+(2*point), "action": [
{"type": "setValue", "name": "status:def", "value": "status:def+"+(2*point)}
]},
{"text": "生命+"+(200*point), "action": [
{"type": "setValue", "name": "status:hp", "value": "status:hp+"+(200*point)}
]},
]
}
];
},
////// 战斗结束后触发的事件 //////
"afterBattle" : function(enemyId,x,y,callback) {
// 战斗结束后触发的事件
// 战斗结束后触发的事件
var enemy = core.material.enemys[enemyId];
var enemy = core.material.enemys[enemyId];
// 扣减体力值
core.status.hero.hp -= core.enemys.getDamage(enemyId);
if (core.status.hero.hp<=0) {
core.status.hero.hp=0;
core.updateStatusBar();
core.events.lose('battle');
return;
}
// 获得金币和经验
var money = enemy.money;
if (core.hasItem('coin')) money *= 2;
if (core.hasFlag('curse')) money=0;
core.status.hero.money += money;
var experience =enemy.experience;
if (core.hasFlag('curse')) experience=0;
core.status.hero.experience += experience;
var hint = "打败 " + enemy.name;
if (core.flags.enableMoney)
hint += ",金币+" + money;
if (core.flags.enableExperience)
hint += ",经验+" + experience;
core.drawTip(hint);
// 扣减体力值
core.status.hero.hp -= core.enemys.getDamage(enemyId);
if (core.status.hero.hp<=0) {
core.status.hero.hp=0;
core.updateStatusBar();
core.events.lose('battle');
return;
}
// 获得金币和经验
var money = enemy.money;
if (core.hasItem('coin')) money *= 2;
if (core.hasFlag('curse')) money=0;
core.status.hero.money += money;
var experience =enemy.experience;
if (core.hasFlag('curse')) experience=0;
core.status.hero.experience += experience;
var hint = "打败 " + enemy.name;
if (core.flags.enableMoney)
hint += ",金币+" + money;
if (core.flags.enableExperience)
hint += ",经验+" + experience;
core.drawTip(hint);
// 删除该块
if (core.isset(x) && core.isset(y)) {
core.removeBlock(x, y);
core.canvas.event.clearRect(32 * x, 32 * y, 32, 32);
}
// 删除该块
if (core.isset(x) && core.isset(y)) {
core.removeBlock(x, y);
core.canvas.event.clearRect(32 * x, 32 * y, 32, 32);
}
// 毒衰咒的处理
var special = enemy.special;
// 中毒
if (core.enemys.hasSpecial(special, 12) && !core.hasFlag('poison')) {
core.setFlag('poison', true);
}
// 衰弱
if (core.enemys.hasSpecial(special, 13) && !core.hasFlag('weak')) {
core.setFlag('weak', true);
core.status.hero.atk-=core.values.weakValue;
core.status.hero.def-=core.values.weakValue;
}
// 诅咒
if (core.enemys.hasSpecial(special, 14) && !core.hasFlag('curse')) {
core.setFlag('curse', true);
}
// 仇恨属性:减半
if (core.flags.hatredDecrease && core.enemys.hasSpecial(special, 17)) {
core.setFlag('hatred', parseInt(core.getFlag('hatred', 0)/2));
}
// 自爆
if (core.enemys.hasSpecial(special, 19)) {
core.status.hero.hp = 1;
}
// 退化
if (core.enemys.hasSpecial(special, 21)) {
core.status.hero.atk -= (enemy.atkValue||0);
core.status.hero.def -= (enemy.defValue||0);
if (core.status.hero.atk<0) core.status.hero.atk=0;
if (core.status.hero.def<0) core.status.hero.def=0;
}
// 增加仇恨值
core.setFlag('hatred', core.getFlag('hatred',0)+core.values.hatred);
core.updateStatusBar();
// 毒衰咒的处理
var special = enemy.special;
// 中毒
if (core.enemys.hasSpecial(special, 12) && !core.hasFlag('poison')) {
core.setFlag('poison', true);
}
// 衰弱
if (core.enemys.hasSpecial(special, 13) && !core.hasFlag('weak')) {
core.setFlag('weak', true);
core.status.hero.atk-=core.values.weakValue;
core.status.hero.def-=core.values.weakValue;
}
// 诅咒
if (core.enemys.hasSpecial(special, 14) && !core.hasFlag('curse')) {
core.setFlag('curse', true);
}
// 仇恨属性:减半
if (core.flags.hatredDecrease && core.enemys.hasSpecial(special, 17)) {
core.setFlag('hatred', parseInt(core.getFlag('hatred', 0)/2));
}
// 自爆
if (core.enemys.hasSpecial(special, 19)) {
core.status.hero.hp = 1;
}
// 退化
if (core.enemys.hasSpecial(special, 21)) {
core.status.hero.atk -= (enemy.atkValue||0);
core.status.hero.def -= (enemy.defValue||0);
if (core.status.hero.atk<0) core.status.hero.atk=0;
if (core.status.hero.def<0) core.status.hero.def=0;
}
// 增加仇恨值
core.setFlag('hatred', core.getFlag('hatred',0)+core.values.hatred);
core.updateStatusBar();
// 事件的处理
var todo = [];
// 如果不为阻击,且该点存在,且有事件
if (!core.enemys.hasSpecial(special, 18) && core.isset(x) && core.isset(y)) {
var event = core.floors[core.status.floorId].afterBattle[x+","+y];
if (core.isset(event)) {
// 插入事件
core.unshift(todo, event);
}
}
// 如果有加点
var point = core.material.enemys[enemyId].point;
if (core.isset(point) && point>0) {
core.unshift(todo, core.events.addPoint(core.material.enemys[enemyId]));
}
// 事件的处理
var todo = [];
// 如果不为阻击,且该点存在,且有事件
if (!core.enemys.hasSpecial(special, 18) && core.isset(x) && core.isset(y)) {
var event = core.floors[core.status.floorId].afterBattle[x+","+y];
if (core.isset(event)) {
// 插入事件
core.unshift(todo, event);
}
}
// 如果有加点
var point = core.material.enemys[enemyId].point;
if (core.isset(point) && point>0) {
core.unshift(todo, core.events.addPoint(core.material.enemys[enemyId]));
}
// 如果事件不为空,将其插入
if (todo.length>0) {
core.events.insertAction(todo,x,y);
}
// 如果事件不为空,将其插入
if (todo.length>0) {
core.events.insertAction(todo,x,y);
}
// 如果已有事件正在处理中
if (core.status.event.id == null) {
core.continueAutomaticRoute();
}
else {
core.clearContinueAutomaticRoute();
}
if (core.isset(callback)) callback();
// 如果已有事件正在处理中
if (core.status.event.id == null) {
core.continueAutomaticRoute();
}
else {
core.clearContinueAutomaticRoute();
}
if (core.isset(callback)) callback();
},
////// 开一个门后触发的事件 //////
"afterOpenDoor" : function(doorId,x,y,callback) {
// 开一个门后触发的事件
var todo = [];
if (core.isset(x) && core.isset(y)) {
var event = core.floors[core.status.floorId].afterOpenDoor[x+","+y];
if (core.isset(event)) {
core.unshift(todo, event);
}
}
// 开一个门后触发的事件
var todo = [];
if (core.isset(x) && core.isset(y)) {
var event = core.floors[core.status.floorId].afterOpenDoor[x+","+y];
if (core.isset(event)) {
core.unshift(todo, event);
}
}
if (todo.length>0) {
core.events.insertAction(todo,x,y);
}
if (todo.length>0) {
core.events.insertAction(todo,x,y);
}
if (core.status.event.id == null) {
core.continueAutomaticRoute();
}
else {
core.clearContinueAutomaticRoute();
}
if (core.isset(callback)) callback();
if (core.status.event.id == null) {
core.continueAutomaticRoute();
}
else {
core.clearContinueAutomaticRoute();
}
if (core.isset(callback)) callback();
},
////// 改变亮灯之后,可以触发的事件 //////
"afterChangeLight" : function(x,y) {
// 改变亮灯之后,可以触发的事件
// 改变亮灯之后,可以触发的事件
},
////// 推箱子后的事件 //////
"afterPushBox" : function () {
// 推箱子后的事件
// 推箱子后的事件
var noBoxLeft = function () {
// 地图上是否还存在未推到的箱子如果不存在则返回true存在则返回false
for (var i=0;i<core.status.thisMap.blocks.length;i++) {
var block=core.status.thisMap.blocks[i];
if (core.isset(block.event) && block.event.id=='box') return false;
}
return true;
}
var noBoxLeft = function () {
// 地图上是否还存在未推到的箱子如果不存在则返回true存在则返回false
for (var i=0;i<core.status.thisMap.blocks.length;i++) {
var block=core.status.thisMap.blocks[i];
if (core.isset(block.event) && block.event.id=='box') return false;
}
return true;
}
if (noBoxLeft()) {
// 可以通过if语句来进行开门操作
/*
if (core.status.floorId=='xxx') { // 在某个楼层
core.insertAction([ // 插入一条事件
{"type": "openDoor", "loc": [x,y]} // 开门
])
}
*/
}
if (noBoxLeft()) {
// 可以通过if语句来进行开门操作
/*
if (core.status.floorId=='xxx') { // 在某个楼层
core.insertAction([ // 插入一条事件
{"type": "openDoor", "loc": [x,y]} // 开门
])
}
*/
}
},
////// 使用炸弹/圣锤后的事件 //////
"afterUseBomb" : function () {
// 使用炸弹/圣锤后的事件
// 使用炸弹/圣锤后的事件
// 这是一个使用炸弹也能开门的例子
/*
if (core.status.floorId=='xxx' && core.terrainExists(x0,y0,'specialDoor') // 某个楼层,该机关门存在
&& !core.enemyExists(x1,y1) && !core.enemyExists(x2,y2)) // 且守门的怪物都不存在
{
core.insertAction([ // 插入事件
{"type": "openDoor", "loc": [x0,y0]} // 开门
])
}
*/
// 这是一个使用炸弹也能开门的例子
/*
if (core.status.floorId=='xxx' && core.terrainExists(x0,y0,'specialDoor') // 某个楼层,该机关门存在
&& !core.enemyExists(x1,y1) && !core.enemyExists(x2,y2)) // 且守门的怪物都不存在
{
core.insertAction([ // 插入事件
{"type": "openDoor", "loc": [x0,y0]} // 开门
])
}
*/
},
////// 即将存档前可以执行的操作 //////
"beforeSaveData" : function(data) {
// 即将存档前可以执行的操作
// 即将存档前可以执行的操作
},
////// 读档事件后,载入事件前,可以执行的操作 //////
"afterLoadData" : function(data) {
// 读档事件后,载入事件前,可以执行的操作
// 可以在这里对怪物数据进行动态修改,详见文档——事件——怪物数据的动态修改
// 读档事件后,载入事件前,可以执行的操作
// 可以在这里对怪物数据进行动态修改,详见文档——事件——怪物数据的动态修改
}
@ -297,71 +297,71 @@ functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a =
"ui":{
////// 绘制“关于”界面 //////
"drawAbout" : function() {
// 绘制“关于”界面
if (!core.isPlaying()) {
core.status.event = {'id': null, 'data': null};
core.dom.startPanel.style.display = 'none';
}
core.lockControl();
core.status.event.id = 'about';
// 绘制“关于”界面
if (!core.isPlaying()) {
core.status.event = {'id': null, 'data': null};
core.dom.startPanel.style.display = 'none';
}
core.lockControl();
core.status.event.id = 'about';
core.clearMap('ui', 0, 0, 416, 416);
var left = 48, top = 36, right = 416 - 2 * left, bottom = 416 - 2 * top;
core.clearMap('ui', 0, 0, 416, 416);
var left = 48, top = 36, right = 416 - 2 * left, bottom = 416 - 2 * top;
core.setAlpha('ui', 0.85);
core.fillRect('ui', left, top, right, bottom, '#000000');
core.setAlpha('ui', 1);
core.strokeRect('ui', left - 1, top - 1, right + 1, bottom + 1, '#FFFFFF', 2);
core.setAlpha('ui', 0.85);
core.fillRect('ui', left, top, right, bottom, '#000000');
core.setAlpha('ui', 1);
core.strokeRect('ui', left - 1, top - 1, right + 1, bottom + 1, '#FFFFFF', 2);
var text_start = left + 24;
var text_start = left + 24;
// 名称
core.canvas.ui.textAlign = "left";
core.fillText('ui', "HTML5 魔塔样板", text_start, top+35, "#FFD700", "bold 22px Verdana");
core.fillText('ui', "版本: "+core.firstData.version, text_start, top + 80, "#FFFFFF", "bold 17px Verdana");
core.fillText('ui', "作者: 艾之葵", text_start, top + 112);
core.fillText('ui', 'HTML5魔塔交流群539113091', text_start, top+112+32);
// TODO: 写自己的“关于”页面每次增加32像素即可
// 名称
core.canvas.ui.textAlign = "left";
core.fillText('ui', "HTML5 魔塔样板", text_start, top+35, "#FFD700", "bold 22px Verdana");
core.fillText('ui', "版本: "+core.firstData.version, text_start, top + 80, "#FFFFFF", "bold 17px Verdana");
core.fillText('ui', "作者: 艾之葵", text_start, top + 112);
core.fillText('ui', 'HTML5魔塔交流群539113091', text_start, top+112+32);
// TODO: 写自己的“关于”页面每次增加32像素即可
}
},
"plugins": {
"plugin": function () {
////// 插件编写,可以在这里写自己额外需要执行的脚本 //////
////// 插件编写,可以在这里写自己额外需要执行的脚本 //////
// 在这里写的代码,在所有模块加载完毕后,游戏开始前会被执行
console.log("插件编写测试");
// 可以写一些其他的被直接执行的代码
// 在这里写的代码,在所有模块加载完毕后,游戏开始前会被执行
console.log("插件编写测试");
// 可以写一些其他的被直接执行的代码
// 在这里写所有需要自定义的函数
// 写法必须是 this.xxx = function (args) { ...
// 如果不写this的话函数将无法被外部所访问
this.test = function () {
console.log("插件函数执行测试");
}
// 在这里写所有需要自定义的函数
// 写法必须是 this.xxx = function (args) { ...
// 如果不写this的话函数将无法被外部所访问
this.test = function () {
console.log("插件函数执行测试");
}
this.useEquipment = function (itemId) { // 使用装备
if (itemId.indexOf("sword")==0) {
var now=core.getFlag('sword', 'sword0'); // 当前装备剑的ID
core.status.hero.atk -= core.values[now];
core.setItem(now, 1);
core.status.hero.atk += core.values[itemId];
core.setItem(itemId, 0);
core.setFlag('sword', itemId);
core.drawTip("已装备"+core.material.items[itemId].name);
}
if (itemId.indexOf("shield")==0) {
var now=core.getFlag('shield', 'shield0');
core.status.hero.def -= core.values[now];
core.setItem(now, 1);
core.status.hero.def += core.values[itemId];
core.setItem(itemId, 0);
core.setFlag('shield', itemId);
core.drawTip("已装备"+core.material.items[itemId].name);
}
}
// 可以在任何地方如afterXXX或自定义脚本事件调用函数方法为 core.plugin.xxx();
this.useEquipment = function (itemId) { // 使用装备
if (itemId.indexOf("sword")==0) {
var now=core.getFlag('sword', 'sword0'); // 当前装备剑的ID
core.status.hero.atk -= core.values[now];
core.setItem(now, 1);
core.status.hero.atk += core.values[itemId];
core.setItem(itemId, 0);
core.setFlag('sword', itemId);
core.drawTip("已装备"+core.material.items[itemId].name);
}
if (itemId.indexOf("shield")==0) {
var now=core.getFlag('shield', 'shield0');
core.status.hero.def -= core.values[now];
core.setItem(now, 1);
core.status.hero.def += core.values[itemId];
core.setItem(itemId, 0);
core.setFlag('shield', itemId);
core.drawTip("已装备"+core.material.items[itemId].name);
}
}
// 可以在任何地方如afterXXX或自定义脚本事件调用函数方法为 core.plugin.xxx();
}
}