设置某点上某个怪物的属性值
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_docs/api.md
13
_docs/api.md
@ -780,6 +780,9 @@ getEnemys: fn()
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获得所有怪物原始数据的一个副本。
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请使用core.material.enemys获得当前各项怪物属性。
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getEnemyValue: fn(enemy?: string|enemy, name: string, x?: number, y?: number, floorId?: string)
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获得某个点上怪物的某个属性值
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getSpecialColor: fn(enemy: string|enemy) -> [string]
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获得某个怪物所有特殊属性的颜色
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@ -998,6 +1001,9 @@ load: fn(fromUserAction?: bool)
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lose: fn(reason?: string)
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游戏失败事件
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moveEnemyOnPoint: fn(fromX: number, fromY: number, toX: number, toY: number, floorId?: string)
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将某个点已经设置的敌人属性移动到其他点
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moveImage: fn(code: number, to?: [number], opacityVal?: number, time?: number, callback?: fn())
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移动一张图片并/或改变其透明度
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例如:core.moveImage(1, null, 0.5); // 1秒内把1号图片变为50%透明
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@ -1063,6 +1069,9 @@ registerSystemEvent: fn(type: string, func: fn(data?: ?, callback?: fn()))
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type: 事件名
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func: 为事件的处理函数,可接受(data,callback)参数
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resetEnemyOnPoint: fn(x: number, y: number, floorId?: string)
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重置某个点的怪物属性
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resetGame: fn(hero?: ?, hard?: ?, floorId?: string, maps?: ?, values?: ?)
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初始化游戏
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@ -1081,6 +1090,10 @@ value: 属性的新值,可选
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operator: 运算操作符,可选
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prefix: 独立开关前缀,一般不需要,下同
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setEnemyOnPoint: fn(x: number, y: number, floorId?: string, name: string, value: ?, operator?: string, prefix?: string)
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设置某个点的敌人属性。如果该点不是怪物,则忽略此函数。
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例如:core.setEnemyOnPoint(3, 5, null, 'atk', 100, '+='); // 仅将(3,5)点怪物的攻击力加100。
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setEvents: fn(list?: [?], x?: number, y?: number, callback?: fn())
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直接设置事件列表
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@ -3605,6 +3605,10 @@ var terndefs_f6783a0a_522d_417e_8407_94c67b692e50 = [
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"!doc": "获得所有怪物原始数据的一个副本。<br/>请使用core.material.enemys获得当前各项怪物属性。",
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"!type": "fn()"
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},
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"getEnemyValue": {
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"!doc": "获得某个点上怪物的某个属性值",
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"!type": "fn(enemy?: string|enemy, name: string, x?: number, y?: number, floorId?: string)"
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},
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"getSpecials": {
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"!doc": "获得所有特殊属性的定义",
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"!type": "fn() -> [[?]]"
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@ -3908,6 +3912,18 @@ var terndefs_f6783a0a_522d_417e_8407_94c67b692e50 = [
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"!doc": "设置一项敌人属性并计入存档<br/>例如:core.setEnemy('greenSlime', 'def', 0); // 把绿头怪的防御设为0<br/>id: 敌人id<br/>name: 属性的英文缩写<br/>value: 属性的新值,可选<br/>operator: 运算操作符如+=,可选<br/>prefix: 独立开关前缀,一般不需要,下同",
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"!type": "fn(id: string, name: string, value: ?, operator?: string, prefix?: string)"
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},
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"setEnemyOnPoint": {
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"!doc": "设置某个点的敌人属性。如果该点不是怪物,则忽略此函数。<br/>例如:core.setEnemyOnPoint(3, 5, null, 'atk', 100, '+='); // 仅将(3,5)点怪物的攻击力加100。",
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"!type": "fn(x: number, y: number, floorId?: string, name: string, value: ?, operator?: string, prefix?: string)"
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},
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"resetEnemyOnPoint": {
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"!doc": "重置某个点的怪物属性",
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"!type": "fn(x: number, y: number, floorId?: string)"
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},
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"moveEnemyOnPoint": {
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"!doc": "将某个点已经设置的敌人属性移动到其他点",
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"!type": "fn(fromX: number, fromY: number, toX: number, toY: number, floorId?: string)"
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},
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"autoEventExecuting": {
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"!doc": "当前是否在执行某个自动事件",
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"!type": "fn(symbol?: string, value?: ?) -> bool"
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@ -640,6 +640,9 @@ action
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| tip_s
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| setValue_s
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| setEnemy_s
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| setEnemyOnPoint_s
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| resetEnemyOnPoint_s
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| moveEnemyOnPoint_s
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| setFloor_s
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| setGlobalAttribute_s
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| setGlobalValue_s
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@ -1022,7 +1025,7 @@ setEnemy_s
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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", "0"]
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default : ["greenSlime", "atk", "="]
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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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@ -1033,6 +1036,62 @@ return code;
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*/;
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setEnemyOnPoint_s
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: '设置某点怪物属性' ':' 'x' PosString? ',' 'y' PosString? '楼层' IdString? '的' EnemyId_List AssignOperator_List expression 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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selectPoint : ["PosString_0", "PosString_1", "IdString_0"]
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allFloorIds : ['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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IdString_0 = IdString_0 && (', "floorId": "'+IdString_0+'"');
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var floorstr = PosString_0 && PosString_1 ? ', "loc": ['+PosString_0+','+PosString_1+']' : '';
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var code = '{"type": "setEnemyOnPoint"'+floorstr+IdString_0+', "name": "'+EnemyId_List_0+'"'+AssignOperator_List_0+', "value": "'+expression_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' PosString? ',' 'y' PosString? '楼层' IdString? 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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selectPoint : ["PosString_0", "PosString_1", "IdString_0"]
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allFloorIds : ['IdString_0']
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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 ? ', "loc": ['+PosString_0+','+PosString_1+']' : '';
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var code = '{"type": "resetEnemyOnPoint"'+floorstr+IdString_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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/* 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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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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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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return code;
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*/;
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setFloor_s
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: '设置楼层属性' ':' Floor_Meta_List '楼层名' IdString? '为' JsonEvalString Newline
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@ -628,6 +628,22 @@ ActionParser.prototype.parseAction = function() {
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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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break;
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case "setEnemyOnPoint":
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data.loc=data.loc||['','']
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this.next = MotaActionBlocks['setEnemyOnPoint_s'].xmlText([
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data.loc[0], data.loc[1], data.floorId||'', data.name, data["operator"]||'=', this.expandEvalBlock([data.value]), 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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this.next = MotaActionBlocks['resetEnemyOnPoint_s'].xmlText([
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data.loc[0], data.loc[1], data.floorId||'',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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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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break;
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case "setFloor":
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this.next = MotaActionBlocks['setFloor_s'].xmlText([
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data.name, data.floorId||null, JSON.stringify(data.value), this.next]);
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@ -117,6 +117,9 @@ editor_blocklyconfig=(function(){
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MotaActionBlocks['idIdList_e'].xmlText(['status','生命']), '=', '', false
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]),
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MotaActionBlocks['setEnemy_s'].xmlText(),
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MotaActionBlocks['setEnemyOnPoint_s'].xmlText(),
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MotaActionBlocks['resetEnemyOnPoint_s'].xmlText(),
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MotaActionBlocks['moveEnemyOnPoint_s'].xmlText(),
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MotaActionBlocks['setFloor_s'].xmlText(),
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MotaActionBlocks['setGlobalAttribute_s'].xmlText(),
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MotaActionBlocks['setGlobalValue_s'].xmlText(),
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@ -144,6 +144,22 @@ enemys.prototype._calSpecialContent = function (enemy, content) {
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return "";
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}
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////// 获得某个点上某个怪物的某项属性 //////
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enemys.prototype.getEnemyValue = function (enemy, name, x, y, floorId) {
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floorId = floorId || core.status.floorId;
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if ((((flags.enemyOnPoint||{})[floorId]||{})[x+","+y]||{})[name] != null) {
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return flags.enemyOnPoint[floorId][x+","+y][name];
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}
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if (enemy == null) {
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var block = core.getBlock(x, y, floorId);
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if (block == null) return null;
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enemy = core.material.enemys[block.event.id];
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}
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if (typeof enemy == 'string') enemy = core.material.enemys[enemy];
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if (enemy == null) return null;
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return enemy[name];
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}
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////// 能否获胜 //////
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enemys.prototype.canBattle = function (enemy, x, y, floorId) {
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if (typeof enemy == 'string') enemy = core.material.enemys[enemy];
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@ -1198,7 +1198,7 @@ events.prototype.__precompile_getArray = function () {
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"show", "hide", "setBlock", "showFloorImg", "hideFloorImg", "showBgFgMap",
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"hideBgFgMap", "setBgFgBlock", "animate", "setViewport", "move", "jumoHero",
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"changeFloor", "changePos", "showTextImage", "showGif", "openDoor",
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"closeDoor", "battle", "trigger", "insert"
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"closeDoor", "battle", "trigger", "insert", "setEnemyOnPoint", "resetEnemyOnPoint"
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];
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var values = [
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"setValue", "setEnemy", "setFloor", "setGlobalValue",
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@ -1753,6 +1753,31 @@ events.prototype._action_setEnemy = function (data, x, y, prefix) {
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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_getLoc(data.loc, x, y, prefix);
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this.setEnemyOnPoint(loc[0], loc[1], data.floorId, data.name, data.value, data.operator, prefix);
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core.doAction();
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}
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events.prototype._action_resetEnemyOnPoint = function (data, x, y, prefix) {
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var loc = this.__action_getLoc(data.loc, x, y, prefix);
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this.resetEnemyOnPoint(loc[0], loc[1], data.floorId);
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core.doAction();
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}
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events.prototype._precompile_moveEnemyOnPoint = function (data) {
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data.from = this.__precompile_array(data.from);
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data.to = this.__precompile_array(data.to);
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return data;
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}
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events.prototype._action_moveEnemyOnPoint = function (data, x, y, prefix) {
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var from = this.__action_getLoc(data.from, x, y, prefix);
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var to = this.__action_getLoc(data.to, x, y, prefix);
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this.moveEnemyOnPoint(from[0], from[1], to[0], to[1], data.floorId);
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core.doAction();
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}
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events.prototype._action_setFloor = function (data, x, y, prefix) {
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this.setFloorInfo(data.name, data.value, data.floorId, prefix);
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core.doAction();
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@ -2729,6 +2754,38 @@ events.prototype.setEnemy = function (id, name, value, operator, prefix) {
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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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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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if (block.event.cls.indexOf('enemy') != 0) return;
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var enemy = core.material.enemys[block.event.id];
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if (enemy == null) return;
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value = this._updateValueByOperator(core.calValue(value, prefix), enemy[name], operator);
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flags.enemyOnPoint = flags.enemyOnPoint || {};
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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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}
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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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delete ((flags.enemyOnPoint||{})[floorId||core.status.floorId]||{})[x+","+y];
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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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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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}
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}
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////// 设置楼层属性 //////
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events.prototype.setFloorInfo = function (name, value, floorId, prefix) {
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floorId = floorId || core.status.floorId;
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@ -2251,7 +2251,7 @@ maps.prototype.moveBlock = function (x, y, steps, time, keep, callback) {
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this._moveDetachedBlock(blockInfo, 32 * x, 32 * y, 1, canvases);
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var moveInfo = {
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x: x, y: y, px: 32 * x, py: 32 * y, opacity: 1, keep: keep, lastDirection: null, offset: 1,
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sx: x, sy: y, x: x, y: y, px: 32 * x, py: 32 * y, opacity: 1, keep: keep, lastDirection: null, offset: 1,
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moveSteps: moveSteps, step: 0, per_time: time / 16 / core.status.replay.speed
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}
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this._moveBlock_doMove(blockInfo, canvases, moveInfo, callback);
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@ -2345,7 +2345,7 @@ maps.prototype.__generateJumpInfo = function (sx, sy, ex, ey, time) {
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var jump_peak = 6 + distance, jump_count = jump_peak * 2;
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time /= Math.max(core.status.replay.speed, 1)
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return {
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x: sx, y: sy, ex: ex, ey: ey, px: 32 * sx, py: 32 * sy, opacity: 1,
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sx: sx, sy: sy, x: sx, y: sy, ex: ex, ey: ey, px: 32 * sx, py: 32 * sy, opacity: 1,
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jump_peak: jump_peak, jump_count: jump_count,
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step: 0, per_time: time / jump_count
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};
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@ -2387,6 +2387,7 @@ maps.prototype._moveJumpBlock_finished = function (blockInfo, canvases, info, an
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if (info.keep) {
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core.setBlock(blockInfo.number, info.x, info.y);
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core.showBlock(info.x, info.y);
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core.moveEnemyOnPoint(info.sx, info.sy, info.x, info.y);
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}
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if (callback) callback();
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}
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@ -395,6 +395,9 @@ var functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a =
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// 如果事件不为空,将其插入
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if (todo.length > 0) core.insertAction(todo, x, y);
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// 删除该点设置的怪物信息
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delete ((flags.enemyOnPoint||{})[core.status.floorId]||{})[x+","+y];
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// 因为removeBlock和hideBlock都会刷新状态栏,因此将删除部分移动到这里并保证刷新只执行一次,以提升效率
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if (core.getBlock(x, y) != null) {
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// 检查是否是重生怪物;如果是则仅隐藏不删除
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@ -513,13 +516,13 @@ var functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a =
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hero_def = core.getRealStatusOrDefault(hero, 'def'),
|
||||
hero_mdef = core.getRealStatusOrDefault(hero, 'mdef');
|
||||
|
||||
var mon_hp = enemy.hp,
|
||||
mon_atk = enemy.atk,
|
||||
mon_def = enemy.def,
|
||||
mon_special = enemy.special;
|
||||
var mon_money = enemy.money,
|
||||
mon_exp = enemy.exp,
|
||||
mon_point = enemy.point;
|
||||
var mon_hp = core.getEnemyValue(enemy, 'hp', x, y, floorId),
|
||||
mon_atk = core.getEnemyValue(enemy, 'atk', x, y, floorId),
|
||||
mon_def = core.getEnemyValue(enemy, 'def', x, y, floorId),
|
||||
mon_special = core.getEnemyValue(enemy, 'special', x, y, floorId);
|
||||
var mon_money = core.getEnemyValue(enemy, 'money', x, y, floorId),
|
||||
mon_exp = core.getEnemyValue(enemy, 'exp', x, y, floorId),
|
||||
mon_point = core.getEnemyValue(enemy, 'point', x, y, floorId);
|
||||
// 模仿
|
||||
if (core.hasSpecial(mon_special, 10)) {
|
||||
mon_atk = hero_atk;
|
||||
|
||||
12
runtime.d.ts
vendored
12
runtime.d.ts
vendored
@ -912,6 +912,15 @@ declare class events {
|
||||
*/
|
||||
setEnemy<K extends keyof Enemy>(id: string, name: K, value?: Enemy[K], operator?: string, prefix?: string): void
|
||||
|
||||
/** 设置某个点的敌人属性 */
|
||||
setEnemyOnPoint<K extends keyof Enemy>(x: number, y: number, floorId: string, name: K, value?: Enemy[K], operator?: string, prefix?: string): void
|
||||
|
||||
/** 重置某个点的敌人属性 */
|
||||
resetEnemyOnPoint(x: number, y: number, floorId?: string): void
|
||||
|
||||
/** 将某个点已经设置的敌人属性移动到其他点 */
|
||||
moveEnemyOnPoint(fromX: number, fromY: number, toX: number, toY: number, floorId?: string): void
|
||||
|
||||
/**
|
||||
* 设置一项楼层属性并刷新状态栏
|
||||
* @example core.setFloorInfo('ratio', 2, 'MT0'); // 把主塔0层的血瓶和宝石变为双倍效果
|
||||
@ -1306,6 +1315,9 @@ declare class enemys {
|
||||
*/
|
||||
getSpecialHint(enemy: string | Enemy, special: number): string
|
||||
|
||||
/** 获得某个敌人的某项属性值 */
|
||||
getEnemyValue(enemy: string | Enemy, name: string, x?: number, y?: number, floorId?: string): any
|
||||
|
||||
/**
|
||||
* 判定主角当前能否打败某只敌人
|
||||
* @example core.canBattle('greenSlime',0,0,'MT0') // 能否打败主塔0层左上角的绿头怪(假设有)
|
||||
|
||||
Loading…
Reference in New Issue
Block a user