diff --git a/project/plugins.js b/project/plugins.js index 9946d2c3..0d90682e 100644 --- a/project/plugins.js +++ b/project/plugins.js @@ -1936,13 +1936,14 @@ var plugins_bb40132b_638b_4a9f_b028_d3fe47acc8d1 = destY, ignoreSteps ); + core.control.updateCheckBlock(); core.plugin.autoClear(); return res; }; this.autoClear = function () { - if (core.isReplaying()) return; auto(); + if (core.isReplaying()) return; for (let i = 0; i < transitionList.length; i++) { const t = transitionList[i]; let { x, y } = core.status.hero.loc; @@ -1970,12 +1971,20 @@ var plugins_bb40132b_638b_4a9f_b028_d3fe47acc8d1 = const hasEvent = has(floor.afterBattle[loc]) || has(floor.beforeBattle[loc]) || has(e.beforeBattle) || has(e.afterBattle) - || has(floor.events[loc] || willLvUp(e.exp) // 防止有升级后事件 - ); + || has(floor.events[loc]) || willLvUp(e.exp); // 防止有升级后事件 + // 有事件,不清 if (hasEvent) return false; - if (core.hasSpecial(e.special, 19) || core.hasSpecial(e.special, 21) - || core.hasSpecial(e.special, 29)) return false; // 有特定特殊属性的怪不清 + // 有特定特殊属性的怪不清 + if (core.hasSpecial(e.special, 12) // 中毒 + || core.hasSpecial(e.special, 13) // 衰弱 + || core.hasSpecial(e.special, 14) // 诅咒 + || core.hasSpecial(e.special, 19) // 自爆 + || core.hasSpecial(e.special, 21) // 退化 + || core.hasSpecial(e.special, 27) // 捕捉:逻辑上应该让怪物来找角色 + || core.hasSpecial(e.special, 28) // 追猎:逻辑上应该让怪物来找角色 + ) + return false; const damage = core.getDamageInfo(enemy, void 0, x, y)?.damage; // 0伤或负伤,清 if (has(damage) && damage <= 0) return true; @@ -2165,8 +2174,8 @@ var plugins_bb40132b_638b_4a9f_b028_d3fe47acc8d1 = const hasEvent = has(floor.events[loc]); if (hasEvent) return; let deep = Infinity; - if (hasBlockDamage(loc) && core.flags.enableGentleClick) { // 有地图伤害允许轻点附近1格 - deep = 1; + if (hasBlockDamage(loc)) { + deep = core.flags.enableGentleClick ? 1 : 0; // 有地图伤害允许轻点附近1格 } flags.__forbidSave__ = true; flags.__statistics__ = true;