diff --git a/_docs/api.md b/_docs/api.md
index 3b5ce9d5..8c372139 100644
--- a/_docs/api.md
+++ b/_docs/api.md
@@ -780,6 +780,9 @@ getEnemys: fn()
获得所有怪物原始数据的一个副本。
请使用core.material.enemys获得当前各项怪物属性。
+getEnemyValue: fn(enemy?: string|enemy, name: string, x?: number, y?: number, floorId?: string)
+获得某个点上怪物的某个属性值
+
getSpecialColor: fn(enemy: string|enemy) -> [string]
获得某个怪物所有特殊属性的颜色
@@ -998,6 +1001,9 @@ load: fn(fromUserAction?: bool)
lose: fn(reason?: string)
游戏失败事件
+moveEnemyOnPoint: fn(fromX: number, fromY: number, toX: number, toY: number, floorId?: string)
+将某个点已经设置的敌人属性移动到其他点
+
moveImage: fn(code: number, to?: [number], opacityVal?: number, time?: number, callback?: fn())
移动一张图片并/或改变其透明度
例如:core.moveImage(1, null, 0.5); // 1秒内把1号图片变为50%透明
@@ -1063,6 +1069,9 @@ registerSystemEvent: fn(type: string, func: fn(data?: ?, callback?: fn()))
type: 事件名
func: 为事件的处理函数,可接受(data,callback)参数
+resetEnemyOnPoint: fn(x: number, y: number, floorId?: string)
+重置某个点的怪物属性
+
resetGame: fn(hero?: ?, hard?: ?, floorId?: string, maps?: ?, values?: ?)
初始化游戏
@@ -1081,6 +1090,10 @@ value: 属性的新值,可选
operator: 运算操作符,可选
prefix: 独立开关前缀,一般不需要,下同
+setEnemyOnPoint: fn(x: number, y: number, floorId?: string, name: string, value: ?, operator?: string, prefix?: string)
+设置某个点的敌人属性。如果该点不是怪物,则忽略此函数。
+例如:core.setEnemyOnPoint(3, 5, null, 'atk', 100, '+='); // 仅将(3,5)点怪物的攻击力加100。
+
setEvents: fn(list?: [?], x?: number, y?: number, callback?: fn())
直接设置事件列表
diff --git a/_server/CodeMirror/defs.js b/_server/CodeMirror/defs.js
index ac9f2c53..e58540a1 100644
--- a/_server/CodeMirror/defs.js
+++ b/_server/CodeMirror/defs.js
@@ -3605,6 +3605,10 @@ var terndefs_f6783a0a_522d_417e_8407_94c67b692e50 = [
"!doc": "获得所有怪物原始数据的一个副本。
请使用core.material.enemys获得当前各项怪物属性。",
"!type": "fn()"
},
+ "getEnemyValue": {
+ "!doc": "获得某个点上怪物的某个属性值",
+ "!type": "fn(enemy?: string|enemy, name: string, x?: number, y?: number, floorId?: string)"
+ },
"getSpecials": {
"!doc": "获得所有特殊属性的定义",
"!type": "fn() -> [[?]]"
@@ -3908,6 +3912,18 @@ var terndefs_f6783a0a_522d_417e_8407_94c67b692e50 = [
"!doc": "设置一项敌人属性并计入存档
例如:core.setEnemy('greenSlime', 'def', 0); // 把绿头怪的防御设为0
id: 敌人id
name: 属性的英文缩写
value: 属性的新值,可选
operator: 运算操作符如+=,可选
prefix: 独立开关前缀,一般不需要,下同",
"!type": "fn(id: string, name: string, value: ?, operator?: string, prefix?: string)"
},
+ "setEnemyOnPoint": {
+ "!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。
例如:core.setEnemyOnPoint(3, 5, null, 'atk', 100, '+='); // 仅将(3,5)点怪物的攻击力加100。",
+ "!type": "fn(x: number, y: number, floorId?: string, name: string, value: ?, operator?: string, prefix?: string)"
+ },
+ "resetEnemyOnPoint": {
+ "!doc": "重置某个点的怪物属性",
+ "!type": "fn(x: number, y: number, floorId?: string)"
+ },
+ "moveEnemyOnPoint": {
+ "!doc": "将某个点已经设置的敌人属性移动到其他点",
+ "!type": "fn(fromX: number, fromY: number, toX: number, toY: number, floorId?: string)"
+ },
"autoEventExecuting": {
"!doc": "当前是否在执行某个自动事件",
"!type": "fn(symbol?: string, value?: ?) -> bool"
diff --git a/_server/MotaAction.g4 b/_server/MotaAction.g4
index 6f28f112..924b1476 100644
--- a/_server/MotaAction.g4
+++ b/_server/MotaAction.g4
@@ -640,6 +640,9 @@ action
| tip_s
| setValue_s
| setEnemy_s
+ | setEnemyOnPoint_s
+ | resetEnemyOnPoint_s
+ | moveEnemyOnPoint_s
| setFloor_s
| setGlobalAttribute_s
| setGlobalValue_s
@@ -1022,7 +1025,7 @@ setEnemy_s
/* setEnemy_s
tooltip : setEnemy:设置某个怪物的属性
helpUrl : /_docs/#/instruction
-default : ["greenSlime", "atk", "0"]
+default : ["greenSlime", "atk", "="]
allEnemys : ['IdString_0']
colour : this.dataColor
if (AssignOperator_List_0 && AssignOperator_List_0 != '=') {
@@ -1033,6 +1036,62 @@ return code;
*/;
+setEnemyOnPoint_s
+ : '设置某点怪物属性' ':' 'x' PosString? ',' 'y' PosString? '楼层' IdString? '的' EnemyId_List AssignOperator_List expression Newline
+
+
+/* setEnemyOnPoint_s
+tooltip : setEnemyOnPoint:设置某个点上怪物的属性
+helpUrl : /_docs/#/instruction
+default : ["", "", "", "atk", "="]
+selectPoint : ["PosString_0", "PosString_1", "IdString_0"]
+allFloorIds : ['IdString_0']
+colour : this.dataColor
+if (AssignOperator_List_0 && AssignOperator_List_0 != '=') {
+ AssignOperator_List_0 = ', "operator": "' + AssignOperator_List_0 + '"';
+} else AssignOperator_List_0 = '';
+IdString_0 = IdString_0 && (', "floorId": "'+IdString_0+'"');
+var floorstr = PosString_0 && PosString_1 ? ', "loc": ['+PosString_0+','+PosString_1+']' : '';
+var code = '{"type": "setEnemyOnPoint"'+floorstr+IdString_0+', "name": "'+EnemyId_List_0+'"'+AssignOperator_List_0+', "value": "'+expression_0+'"},\n';
+return code;
+*/;
+
+resetEnemyOnPoint_s
+ : '重置某点怪物属性' ':' 'x' PosString? ',' 'y' PosString? '楼层' IdString? Newline
+
+
+/* resetEnemyOnPoint_s
+tooltip : resetEnemyOnPoint:重置某个点上怪物的属性
+helpUrl : /_docs/#/instruction
+default : ["", "", ""]
+selectPoint : ["PosString_0", "PosString_1", "IdString_0"]
+allFloorIds : ['IdString_0']
+colour : this.dataColor
+IdString_0 = IdString_0 && (', "floorId": "'+IdString_0+'"');
+var floorstr = PosString_0 && PosString_1 ? ', "loc": ['+PosString_0+','+PosString_1+']' : '';
+var code = '{"type": "resetEnemyOnPoint"'+floorstr+IdString_0+'},\n';
+return code;
+*/;
+
+moveEnemyOnPoint_s
+ : '移动某点怪物属性' ':' '起点' 'x' PosString? ',' 'y' PosString? '终点' 'x' PosString? 'y' PosString? '楼层' IdString? Newline
+
+
+/* moveEnemyOnPoint_s
+tooltip : moveEnemyOnPoint:移动某个点上怪物的属性到其他点
+helpUrl : /_docs/#/instruction
+default : ["", "", "", "", ""]
+allFloorIds : ['IdString_0']
+selectPoint : ["PosString_2", "PosString_3"]
+menu : [['选择起点位置','editor_blockly.selectPoint(block,["PosString_0", "PosString_1"])']]
+colour : this.dataColor
+IdString_0 = IdString_0 && (', "floorId": "'+IdString_0+'"');
+var floorstr = PosString_0 && PosString_1 ? ', "from": ['+PosString_0+','+PosString_1+']' : '';
+if (PosString_2 && PosString_3) floorstr += ', "to": ['+PosString_2+','+PosString_3+']'
+var code = '{"type": "moveEnemyOnPoint"'+floorstr+IdString_0+'},\n';
+return code;
+*/;
+
setFloor_s
: '设置楼层属性' ':' Floor_Meta_List '楼层名' IdString? '为' JsonEvalString Newline
diff --git a/_server/MotaActionParser.js b/_server/MotaActionParser.js
index 4338e92a..cc917a69 100644
--- a/_server/MotaActionParser.js
+++ b/_server/MotaActionParser.js
@@ -628,6 +628,22 @@ ActionParser.prototype.parseAction = function() {
this.next = MotaActionBlocks['setEnemy_s'].xmlText([
MotaActionFunctions.replaceToName_token(data.id), data.name, data["operator"]||'=', this.expandEvalBlock([data.value]), this.next]);
break;
+ case "setEnemyOnPoint":
+ data.loc=data.loc||['','']
+ this.next = MotaActionBlocks['setEnemyOnPoint_s'].xmlText([
+ data.loc[0], data.loc[1], data.floorId||'', data.name, data["operator"]||'=', this.expandEvalBlock([data.value]), this.next]);
+ break;
+ case "resetEnemyOnPoint":
+ data.loc=data.loc||['','']
+ this.next = MotaActionBlocks['resetEnemyOnPoint_s'].xmlText([
+ data.loc[0], data.loc[1], data.floorId||'',this.next]);
+ break;
+ case "moveEnemyOnPoint":
+ data.from=data.from||['','']
+ data.to=data.to||['','']
+ this.next = MotaActionBlocks['moveEnemyOnPoint_s'].xmlText([
+ data.from[0], data.from[1], data.to[0], data.to[1], data.floorId||'',this.next]);
+ break;
case "setFloor":
this.next = MotaActionBlocks['setFloor_s'].xmlText([
data.name, data.floorId||null, JSON.stringify(data.value), this.next]);
diff --git a/_server/editor_blocklyconfig.js b/_server/editor_blocklyconfig.js
index a3a5f81f..780d5d75 100644
--- a/_server/editor_blocklyconfig.js
+++ b/_server/editor_blocklyconfig.js
@@ -117,6 +117,9 @@ editor_blocklyconfig=(function(){
MotaActionBlocks['idIdList_e'].xmlText(['status','生命']), '=', '', false
]),
MotaActionBlocks['setEnemy_s'].xmlText(),
+ MotaActionBlocks['setEnemyOnPoint_s'].xmlText(),
+ MotaActionBlocks['resetEnemyOnPoint_s'].xmlText(),
+ MotaActionBlocks['moveEnemyOnPoint_s'].xmlText(),
MotaActionBlocks['setFloor_s'].xmlText(),
MotaActionBlocks['setGlobalAttribute_s'].xmlText(),
MotaActionBlocks['setGlobalValue_s'].xmlText(),
diff --git a/libs/enemys.js b/libs/enemys.js
index 2dacd65f..19c1d0e1 100644
--- a/libs/enemys.js
+++ b/libs/enemys.js
@@ -144,6 +144,22 @@ enemys.prototype._calSpecialContent = function (enemy, content) {
return "";
}
+////// 获得某个点上某个怪物的某项属性 //////
+enemys.prototype.getEnemyValue = function (enemy, name, x, y, floorId) {
+ floorId = floorId || core.status.floorId;
+ if ((((flags.enemyOnPoint||{})[floorId]||{})[x+","+y]||{})[name] != null) {
+ return flags.enemyOnPoint[floorId][x+","+y][name];
+ }
+ if (enemy == null) {
+ var block = core.getBlock(x, y, floorId);
+ if (block == null) return null;
+ enemy = core.material.enemys[block.event.id];
+ }
+ if (typeof enemy == 'string') enemy = core.material.enemys[enemy];
+ if (enemy == null) return null;
+ return enemy[name];
+}
+
////// 能否获胜 //////
enemys.prototype.canBattle = function (enemy, x, y, floorId) {
if (typeof enemy == 'string') enemy = core.material.enemys[enemy];
diff --git a/libs/events.js b/libs/events.js
index 70ba3dca..83f83fde 100644
--- a/libs/events.js
+++ b/libs/events.js
@@ -1198,7 +1198,7 @@ events.prototype.__precompile_getArray = function () {
"show", "hide", "setBlock", "showFloorImg", "hideFloorImg", "showBgFgMap",
"hideBgFgMap", "setBgFgBlock", "animate", "setViewport", "move", "jumoHero",
"changeFloor", "changePos", "showTextImage", "showGif", "openDoor",
- "closeDoor", "battle", "trigger", "insert"
+ "closeDoor", "battle", "trigger", "insert", "setEnemyOnPoint", "resetEnemyOnPoint"
];
var values = [
"setValue", "setEnemy", "setFloor", "setGlobalValue",
@@ -1753,6 +1753,31 @@ events.prototype._action_setEnemy = function (data, x, y, prefix) {
core.doAction();
}
+events.prototype._action_setEnemyOnPoint = function (data, x, y, prefix) {
+ var loc = this.__action_getLoc(data.loc, x, y, prefix);
+ this.setEnemyOnPoint(loc[0], loc[1], data.floorId, data.name, data.value, data.operator, prefix);
+ core.doAction();
+}
+
+events.prototype._action_resetEnemyOnPoint = function (data, x, y, prefix) {
+ var loc = this.__action_getLoc(data.loc, x, y, prefix);
+ this.resetEnemyOnPoint(loc[0], loc[1], data.floorId);
+ core.doAction();
+}
+
+events.prototype._precompile_moveEnemyOnPoint = function (data) {
+ data.from = this.__precompile_array(data.from);
+ data.to = this.__precompile_array(data.to);
+ return data;
+}
+
+events.prototype._action_moveEnemyOnPoint = function (data, x, y, prefix) {
+ var from = this.__action_getLoc(data.from, x, y, prefix);
+ var to = this.__action_getLoc(data.to, x, y, prefix);
+ this.moveEnemyOnPoint(from[0], from[1], to[0], to[1], data.floorId);
+ core.doAction();
+}
+
events.prototype._action_setFloor = function (data, x, y, prefix) {
this.setFloorInfo(data.name, data.value, data.floorId, prefix);
core.doAction();
@@ -2729,6 +2754,38 @@ events.prototype.setEnemy = function (id, name, value, operator, prefix) {
core.updateStatusBar();
}
+////// 设置某个点上的怪物属性 //////
+events.prototype.setEnemyOnPoint = function (x, y, floorId, name, value, operator, prefix) {
+ floorId = floorId || core.status.floorId;
+ var block = core.getBlock(x, y, floorId);
+ if (block == null) return;
+ if (block.event.cls.indexOf('enemy') != 0) return;
+ var enemy = core.material.enemys[block.event.id];
+ if (enemy == null) return;
+ value = this._updateValueByOperator(core.calValue(value, prefix), enemy[name], operator);
+ flags.enemyOnPoint = flags.enemyOnPoint || {};
+ flags.enemyOnPoint[floorId] = flags.enemyOnPoint[floorId] || {};
+ flags.enemyOnPoint[floorId][x+","+y] = flags.enemyOnPoint[floorId][x+","+y] || {};
+ flags.enemyOnPoint[floorId][x+","+y][name] = value;
+ core.updateStatusBar();
+}
+
+////// 重置某个点上的怪物属性 //////
+events.prototype.resetEnemyOnPoint = function (x, y, floorId) {
+ delete ((flags.enemyOnPoint||{})[floorId||core.status.floorId]||{})[x+","+y];
+ core.updateStatusBar();
+}
+
+////// 将某个点上已经设置的怪物属性移动到其他点 //////
+events.prototype.moveEnemyOnPoint = function (fromX, fromY, toX, toY, floorId) {
+ floorId = floorId || core.status.floorId;
+ if (((flags.enemyOnPoint||{})[floorId]||{})[fromX+","+fromY]) {
+ flags.enemyOnPoint[floorId][toX+","+toY] = flags.enemyOnPoint[floorId][fromX+","+fromY];
+ delete flags.enemyOnPoint[floorId][fromX+","+fromY];
+ core.updateStatusBar();
+ }
+}
+
////// 设置楼层属性 //////
events.prototype.setFloorInfo = function (name, value, floorId, prefix) {
floorId = floorId || core.status.floorId;
diff --git a/libs/maps.js b/libs/maps.js
index fc8dc62b..31655939 100644
--- a/libs/maps.js
+++ b/libs/maps.js
@@ -2251,7 +2251,7 @@ maps.prototype.moveBlock = function (x, y, steps, time, keep, callback) {
this._moveDetachedBlock(blockInfo, 32 * x, 32 * y, 1, canvases);
var moveInfo = {
- x: x, y: y, px: 32 * x, py: 32 * y, opacity: 1, keep: keep, lastDirection: null, offset: 1,
+ sx: x, sy: y, x: x, y: y, px: 32 * x, py: 32 * y, opacity: 1, keep: keep, lastDirection: null, offset: 1,
moveSteps: moveSteps, step: 0, per_time: time / 16 / core.status.replay.speed
}
this._moveBlock_doMove(blockInfo, canvases, moveInfo, callback);
@@ -2345,7 +2345,7 @@ maps.prototype.__generateJumpInfo = function (sx, sy, ex, ey, time) {
var jump_peak = 6 + distance, jump_count = jump_peak * 2;
time /= Math.max(core.status.replay.speed, 1)
return {
- x: sx, y: sy, ex: ex, ey: ey, px: 32 * sx, py: 32 * sy, opacity: 1,
+ sx: sx, sy: sy, x: sx, y: sy, ex: ex, ey: ey, px: 32 * sx, py: 32 * sy, opacity: 1,
jump_peak: jump_peak, jump_count: jump_count,
step: 0, per_time: time / jump_count
};
@@ -2387,6 +2387,7 @@ maps.prototype._moveJumpBlock_finished = function (blockInfo, canvases, info, an
if (info.keep) {
core.setBlock(blockInfo.number, info.x, info.y);
core.showBlock(info.x, info.y);
+ core.moveEnemyOnPoint(info.sx, info.sy, info.x, info.y);
}
if (callback) callback();
}
diff --git a/project/functions.js b/project/functions.js
index cbf4675f..8de169ce 100644
--- a/project/functions.js
+++ b/project/functions.js
@@ -395,6 +395,9 @@ var functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a =
// 如果事件不为空,将其插入
if (todo.length > 0) core.insertAction(todo, x, y);
+ // 删除该点设置的怪物信息
+ delete ((flags.enemyOnPoint||{})[core.status.floorId]||{})[x+","+y];
+
// 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
if (core.getBlock(x, y) != null) {
// 检查是否是重生怪物;如果是则仅隐藏不删除
@@ -513,13 +516,13 @@ var functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a =
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;
diff --git a/runtime.d.ts b/runtime.d.ts
index 2d83b40f..e9b231a6 100644
--- a/runtime.d.ts
+++ b/runtime.d.ts
@@ -912,6 +912,15 @@ declare class events {
*/
setEnemy(id: string, name: K, value?: Enemy[K], operator?: string, prefix?: string): void
+ /** 设置某个点的敌人属性 */
+ setEnemyOnPoint(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)