设置怪物属性不刷新
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@ -1255,19 +1255,20 @@ return code;
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setEnemy_s
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: '设置怪物属性' ':' '怪物ID' IdString '的' EnemyId_List AssignOperator_List expression Newline
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: '设置怪物属性' ':' '怪物ID' IdString '的' EnemyId_List AssignOperator_List expression '不刷新显伤' Bool Newline
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/* setEnemy_s
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tooltip : setEnemy:设置某个怪物的属性
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helpUrl : /_docs/#/instruction
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default : ["greenSlime", "atk", "="]
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default : ["greenSlime", "atk", "=", "", false]
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allEnemys : ['IdString_0']
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colour : this.dataColor
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if (AssignOperator_List_0 && AssignOperator_List_0 != '=') {
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AssignOperator_List_0 = ', "operator": "' + AssignOperator_List_0 + '"';
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} else AssignOperator_List_0 = '';
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var code = '{"type": "setEnemy", "id": "'+IdString_0+'", "name": "'+EnemyId_List_0+'"'+AssignOperator_List_0+', "value": "'+expression_0+'"},\n';
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Bool_0 = Bool_0 ? ', "norefresh": true' : '';
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var code = '{"type": "setEnemy", "id": "'+IdString_0+'", "name": "'+EnemyId_List_0+'"'+AssignOperator_List_0+', "value": "'+expression_0+'"'+Bool_0+'},\n';
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return code;
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*/;
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@ -1292,13 +1293,13 @@ return code;
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setEnemyOnPoint_s
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: '设置某点怪物属性' ':' 'x' EvalString? ',' 'y' EvalString? '楼层' IdString? '的' EnemyPoint_List AssignOperator_List expression Newline
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: '设置某点怪物属性' ':' 'x' EvalString? ',' 'y' EvalString? '楼层' IdString? '的' EnemyPoint_List AssignOperator_List expression '不刷新显伤' Bool Newline
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/* setEnemyOnPoint_s
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tooltip : setEnemyOnPoint:设置某个点上怪物的属性
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helpUrl : /_docs/#/instruction
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default : ["", "", "", "atk", "="]
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default : ["", "", "", "atk", "=", "", false]
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selectPoint : ["EvalString_0", "EvalString_1", "IdString_0"]
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allFloorIds : ['IdString_0']
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colour : this.dataColor
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@ -1307,35 +1308,37 @@ if (AssignOperator_List_0 && AssignOperator_List_0 != '=') {
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AssignOperator_List_0 = ', "operator": "' + AssignOperator_List_0 + '"';
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} else AssignOperator_List_0 = '';
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IdString_0 = IdString_0 && (', "floorId": "'+IdString_0+'"');
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var code = '{"type": "setEnemyOnPoint"'+floorstr+IdString_0+', "name": "'+EnemyPoint_List_0+'"'+AssignOperator_List_0+', "value": "'+expression_0+'"},\n';
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Bool_0 = Bool_0 ? ', "norefresh": true' : '';
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var code = '{"type": "setEnemyOnPoint"'+floorstr+IdString_0+', "name": "'+EnemyPoint_List_0+'"'+AssignOperator_List_0+', "value": "'+expression_0+'"'+Bool_0+'},\n';
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return code;
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*/;
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resetEnemyOnPoint_s
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: '重置某点怪物属性' ':' 'x' EvalString? ',' 'y' EvalString? '楼层' IdString? Newline
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: '重置某点怪物属性' ':' 'x' EvalString? ',' 'y' EvalString? '楼层' IdString? '不刷新显伤' Bool Newline
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/* resetEnemyOnPoint_s
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tooltip : resetEnemyOnPoint:重置某个点上怪物的属性
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helpUrl : /_docs/#/instruction
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default : ["", "", ""]
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default : ["", "", "", false]
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selectPoint : ["EvalString_0", "EvalString_1", "IdString_0"]
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allFloorIds : ['IdString_0']
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colour : this.dataColor
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var floorstr = MotaActionFunctions.processMultiLoc(EvalString_0, EvalString_1);
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IdString_0 = IdString_0 && (', "floorId": "'+IdString_0+'"');
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var code = '{"type": "resetEnemyOnPoint"'+floorstr+IdString_0+'},\n';
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Bool_0 = Bool_0 ? ', "norefresh": true' : '';
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var code = '{"type": "resetEnemyOnPoint"'+floorstr+IdString_0+Bool_0+'},\n';
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return code;
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*/;
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moveEnemyOnPoint_s
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: '移动某点怪物属性' ':' '起点' 'x' PosString? ',' 'y' PosString? '终点' 'x' PosString? 'y' PosString? '楼层' IdString? Newline
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: '移动某点怪物属性' ':' '起点' 'x' PosString? ',' 'y' PosString? '终点' 'x' PosString? 'y' PosString? '楼层' IdString? '不刷新显伤' Bool Newline
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/* moveEnemyOnPoint_s
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tooltip : moveEnemyOnPoint:移动某个点上怪物的属性到其他点
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helpUrl : /_docs/#/instruction
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default : ["", "", "", "", ""]
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default : ["", "", "", "", "", false]
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allFloorIds : ['IdString_0']
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selectPoint : ["PosString_2", "PosString_3"]
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menu : [['选择起点位置','editor_blockly.selectPoint(block,["PosString_0", "PosString_1"])']]
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@ -1343,25 +1346,27 @@ colour : this.dataColor
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IdString_0 = IdString_0 && (', "floorId": "'+IdString_0+'"');
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var floorstr = PosString_0 && PosString_1 ? ', "from": ['+PosString_0+','+PosString_1+']' : '';
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if (PosString_2 && PosString_3) floorstr += ', "to": ['+PosString_2+','+PosString_3+']'
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var code = '{"type": "moveEnemyOnPoint"'+floorstr+IdString_0+'},\n';
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Bool_0 = Bool_0 ? ', "norefresh": true' : '';
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var code = '{"type": "moveEnemyOnPoint"'+floorstr+IdString_0+Bool_0+'},\n';
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return code;
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*/;
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moveEnemyOnPoint_1_s
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: '移动某点怪物属性' ':' '起点' 'x' PosString? ',' 'y' PosString? '增量' 'dx' PosString? 'dy' PosString? '楼层' IdString? Newline
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: '移动某点怪物属性' ':' '起点' 'x' PosString? ',' 'y' PosString? '增量' 'dx' PosString? 'dy' PosString? '楼层' IdString? '不刷新显伤' Bool Newline
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/* moveEnemyOnPoint_1_s
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tooltip : moveEnemyOnPoint:移动某个点上怪物的属性到其他点
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helpUrl : /_docs/#/instruction
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default : ["", "", "", "", ""]
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default : ["", "", "", "", "", false]
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allFloorIds : ['IdString_0']
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selectPoint : ["PosString_0", "PosString_1"]
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colour : this.dataColor
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IdString_0 = IdString_0 && (', "floorId": "'+IdString_0+'"');
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var floorstr = PosString_0 && PosString_1 ? ', "from": ['+PosString_0+','+PosString_1+']' : '';
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if (PosString_2 && PosString_3) floorstr += ', "dxy": ['+PosString_2+','+PosString_3+']'
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var code = '{"type": "moveEnemyOnPoint"'+floorstr+IdString_0+'},\n';
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Bool_0 = Bool_0 ? ', "norefresh": true' : '';
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var code = '{"type": "moveEnemyOnPoint"'+floorstr+IdString_0+Bool_0+'},\n';
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return code;
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*/;
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@ -750,7 +750,8 @@ ActionParser.prototype.parseAction = function() {
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break;
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case "setEnemy":
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this.next = MotaActionBlocks['setEnemy_s'].xmlText([
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MotaActionFunctions.replaceToName_token(data.id), data.name, data["operator"]||'=', this.expandEvalBlock([data.value]), this.next]);
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MotaActionFunctions.replaceToName_token(data.id), data.name, data["operator"]||'=', this.expandEvalBlock([data.value]),
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data.norefresh||false, this.next]);
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break;
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case "setEnemyOnPoint":
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data.loc=data.loc||[];
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@ -762,7 +763,8 @@ ActionParser.prototype.parseAction = function() {
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y_str.push(t[1]);
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})
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this.next = MotaActionBlocks['setEnemyOnPoint_s'].xmlText([
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x_str.join(','),y_str.join(','),data.floorId||'',data.name, data["operator"]||'=', this.expandEvalBlock([data.value]), this.next]);
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x_str.join(','),y_str.join(','),data.floorId||'',data.name, data["operator"]||'=', this.expandEvalBlock([data.value]),
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data.norefresh||false, this.next]);
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break;
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case "resetEnemyOnPoint":
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data.loc=data.loc||[];
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@ -774,17 +776,17 @@ ActionParser.prototype.parseAction = function() {
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y_str.push(t[1]);
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})
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this.next = MotaActionBlocks['resetEnemyOnPoint_s'].xmlText([
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x_str.join(','),y_str.join(','), data.floorId||'',this.next]);
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x_str.join(','),y_str.join(','), data.floorId||'',data.norefresh||false,this.next]);
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break;
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case "moveEnemyOnPoint":
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data.from=data.from||['','']
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if (data.dxy) {
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this.next = MotaActionBlocks['moveEnemyOnPoint_1_s'].xmlText([
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data.from[0], data.from[1], data.dxy[0], data.dxy[1], data.floorId||'',this.next]);
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data.from[0], data.from[1], data.dxy[0], data.dxy[1], data.floorId||'',data.norefresh||false,this.next]);
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} else {
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data.to=data.to||['','']
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this.next = MotaActionBlocks['moveEnemyOnPoint_s'].xmlText([
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data.from[0], data.from[1], data.to[0], data.to[1], data.floorId||'',this.next]);
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data.from[0], data.from[1], data.to[0], data.to[1], data.floorId||'',data.norefresh||false,this.next]);
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}
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break;
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case "setEquip":
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@ -1871,14 +1871,14 @@ events.prototype._action_addValue = function (data, x, y, prefix) {
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}
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events.prototype._action_setEnemy = function (data, x, y, prefix) {
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this.setEnemy(data.id, data.name, data.value, data.operator, prefix);
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this.setEnemy(data.id, data.name, data.value, data.operator, prefix, data.norefresh);
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core.doAction();
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}
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events.prototype._action_setEnemyOnPoint = function (data, x, y, prefix) {
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var loc = this.__action_getLoc2D(data.loc, x, y, prefix);
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loc.forEach(function (one) {
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core.setEnemyOnPoint(one[0], one[1], data.floorId, data.name, data.value, data.operator, prefix);
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core.setEnemyOnPoint(one[0], one[1], data.floorId, data.name, data.value, data.operator, prefix, data.norefresh);
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});
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core.doAction();
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}
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@ -1886,7 +1886,7 @@ events.prototype._action_setEnemyOnPoint = function (data, x, y, prefix) {
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events.prototype._action_resetEnemyOnPoint = function (data, x, y, prefix) {
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var loc = this.__action_getLoc2D(data.loc, x, y, prefix);
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loc.forEach(function (one) {
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core.resetEnemyOnPoint(one[0], one[1], data.floorId);
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core.resetEnemyOnPoint(one[0], one[1], data.floorId, data.norefresh);
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});
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core.doAction();
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}
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@ -1905,7 +1905,7 @@ events.prototype._action_moveEnemyOnPoint = function (data, x, y, prefix) {
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} else {
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to = this.__action_getLoc(data.to, x, y, prefix);
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}
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this.moveEnemyOnPoint(from[0], from[1], to[0], to[1], data.floorId);
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this.moveEnemyOnPoint(from[0], from[1], to[0], to[1], data.floorId, data.norefresh);
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core.doAction();
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}
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@ -2986,7 +2986,7 @@ events.prototype._setValue_setGlobal = function (name, value) {
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}
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////// 设置一个怪物属性 //////
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events.prototype.setEnemy = function (id, name, value, operator, prefix) {
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events.prototype.setEnemy = function (id, name, value, operator, prefix, norefresh) {
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if (!core.hasFlag('enemyInfo')) {
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core.setFlag('enemyInfo', {});
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}
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@ -2996,11 +2996,11 @@ events.prototype.setEnemy = function (id, name, value, operator, prefix) {
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value = this._updateValueByOperator(core.calValue(value, prefix), (core.material.enemys[id]||{})[name], operator);
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enemyInfo[id][name] = value;
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(core.material.enemys[id]||{})[name] = core.clone(value);
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core.updateStatusBar();
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if (!norefresh) core.updateStatusBar();
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}
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////// 设置某个点上的怪物属性 //////
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events.prototype.setEnemyOnPoint = function (x, y, floorId, name, value, operator, prefix) {
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events.prototype.setEnemyOnPoint = function (x, y, floorId, name, value, operator, prefix, norefresh) {
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floorId = floorId || core.status.floorId;
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var block = core.getBlock(x, y, floorId);
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if (block == null) return;
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@ -3013,22 +3013,22 @@ events.prototype.setEnemyOnPoint = function (x, y, floorId, name, value, operato
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flags.enemyOnPoint[floorId] = flags.enemyOnPoint[floorId] || {};
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flags.enemyOnPoint[floorId][x+","+y] = flags.enemyOnPoint[floorId][x+","+y] || {};
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flags.enemyOnPoint[floorId][x+","+y][name] = value;
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core.updateStatusBar();
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if (!norefresh) core.updateStatusBar();
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}
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////// 重置某个点上的怪物属性 //////
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events.prototype.resetEnemyOnPoint = function (x, y, floorId) {
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events.prototype.resetEnemyOnPoint = function (x, y, floorId, norefresh) {
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delete ((flags.enemyOnPoint||{})[floorId||core.status.floorId]||{})[x+","+y];
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core.updateStatusBar();
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if (!norefresh) core.updateStatusBar();
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}
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////// 将某个点上已经设置的怪物属性移动到其他点 //////
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events.prototype.moveEnemyOnPoint = function (fromX, fromY, toX, toY, floorId) {
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events.prototype.moveEnemyOnPoint = function (fromX, fromY, toX, toY, floorId, norefresh) {
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floorId = floorId || core.status.floorId;
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if (((flags.enemyOnPoint||{})[floorId]||{})[fromX+","+fromY]) {
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flags.enemyOnPoint[floorId][toX+","+toY] = flags.enemyOnPoint[floorId][fromX+","+fromY];
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delete flags.enemyOnPoint[floorId][fromX+","+fromY];
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core.updateStatusBar();
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if (!norefresh) core.updateStatusBar();
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}
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}
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