Merge branch 'v2.0' into dev

This commit is contained in:
ckcz123 2018-12-16 13:25:52 +08:00
commit 7bd4dba671
7 changed files with 28 additions and 8 deletions

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@ -557,6 +557,12 @@ var data_comment_c456ea59_6018_45ef_8bcc_211a24c627dc =
"_bool": "bool",
"_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"
},
"loopStep": {
"_leaf": true,
"_type": "textbox",
"_range": "thiseval==null || thiseval>0",
"_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。"
},
"startUsingCanvas": {
"_leaf": true,
"_type": "checkbox",

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@ -289,6 +289,9 @@ control.prototype.showStartAnimate = function (noAnimate, callback) {
core.clearMap('all');
core.clearMap('curtain');
// 重置音量
core.events.setVolume(1, 0);
if (core.flags.startUsingCanvas) {
core.dom.startTop.style.display = 'none';
core.dom.startButtonGroup.style.display = 'block';
@ -2478,6 +2481,9 @@ control.prototype.loadData = function (data, callback) {
core.control.updateGlobalAttribute(Object.keys(toAttribute));
}
// 重置音量
core.events.setVolume(core.getFlag("__volume__", 1), 0);
// load icons
var icon = core.getFlag("heroIcon", "hero.png");
if (core.isset(core.material.images.images[icon])) {

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@ -211,7 +211,7 @@ enemys.prototype.nextCriticals = function (enemy, number, x, y, floorId) {
}
else { // 暴力for循环法
pre = info.damage;
var per_add = Math.ceil(hero_atk / 5000);
var per_add = Math.ceil(hero_atk / (core.flags.loopStep||5000));
if (per_add<0) per_add = 1;
for (var atk=hero_atk+per_add;atk<=mon_hp+mon_def;atk+=per_add) {
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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@ -902,15 +902,14 @@ events.prototype.doAction = function() {
this.doAction();
break
case "setVolume":
data.value = parseInt(data.value||0);
if (data.value<0) data.value=0;
if (data.value>100) data.value=100;
data.value = core.clamp(parseInt(data.value)/100, 0, 1);
core.setFlag("__volume__", data.value);
if (data.async) {
this.setVolume(data.value/100, data.time);
this.setVolume(data.value, data.time);
this.doAction();
}
else {
this.setVolume(data.value/100, data.time, function() {
this.setVolume(data.value, data.time, function() {
core.events.doAction();
});
}

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@ -324,6 +324,9 @@ maps.prototype.canMoveDirectly = function (destX,destY) {
// 检查该楼层是否不可瞬间移动
if (core.status.thisMap.cannotMoveDirectly) return -1;
// flag:cannotMoveDirectly为true不能
if (core.hasFlag('cannotMoveDirectly')) return -1;
// 中毒状态:不能
if (core.hasFlag('poison')) return -1;

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@ -382,6 +382,7 @@ var data_a1e2fb4a_e986_4524_b0da_9b7ba7c0874d =
"hatredDecrease": true,
"betweenAttackCeil": false,
"useLoop": false,
"loopStep": 5000,
"startUsingCanvas": false,
"startDirectly": false,
"statusCanvas": false,

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@ -430,8 +430,12 @@ var functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a =
if (this.hasSpecial(mon_special, 3) && mon_def < hero_atk - 1) {
mon_def = hero_atk - 1;
}
// 光环效果
// V2.5.3备注:
// 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。
// 因此默认注释掉此段代码以加快游戏运行速度。
// 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。
/*
// 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
@ -455,6 +459,7 @@ var functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a =
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):