fix:自动清相关的bug
This commit is contained in:
parent
97c9c8725e
commit
a7ac6c2ae7
@ -1936,13 +1936,14 @@ var plugins_bb40132b_638b_4a9f_b028_d3fe47acc8d1 =
|
|||||||
destY,
|
destY,
|
||||||
ignoreSteps
|
ignoreSteps
|
||||||
);
|
);
|
||||||
|
core.control.updateCheckBlock();
|
||||||
core.plugin.autoClear();
|
core.plugin.autoClear();
|
||||||
return res;
|
return res;
|
||||||
};
|
};
|
||||||
|
|
||||||
this.autoClear = function () {
|
this.autoClear = function () {
|
||||||
if (core.isReplaying()) return;
|
|
||||||
auto();
|
auto();
|
||||||
|
if (core.isReplaying()) return;
|
||||||
for (let i = 0; i < transitionList.length; i++) {
|
for (let i = 0; i < transitionList.length; i++) {
|
||||||
const t = transitionList[i];
|
const t = transitionList[i];
|
||||||
let { x, y } = core.status.hero.loc;
|
let { x, y } = core.status.hero.loc;
|
||||||
@ -1970,12 +1971,20 @@ var plugins_bb40132b_638b_4a9f_b028_d3fe47acc8d1 =
|
|||||||
const hasEvent =
|
const hasEvent =
|
||||||
has(floor.afterBattle[loc]) || has(floor.beforeBattle[loc])
|
has(floor.afterBattle[loc]) || has(floor.beforeBattle[loc])
|
||||||
|| has(e.beforeBattle) || has(e.afterBattle)
|
|| 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
|
// 有事件,不清
|
||||||
if (hasEvent) return false;
|
if (hasEvent) return false;
|
||||||
if (core.hasSpecial(e.special, 19) || core.hasSpecial(e.special, 21)
|
// 有特定特殊属性的怪不清
|
||||||
|| core.hasSpecial(e.special, 29)) return false; // 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;
|
const damage = core.getDamageInfo(enemy, void 0, x, y)?.damage;
|
||||||
// 0伤或负伤,清
|
// 0伤或负伤,清
|
||||||
if (has(damage) && damage <= 0) return true;
|
if (has(damage) && damage <= 0) return true;
|
||||||
@ -2165,8 +2174,8 @@ var plugins_bb40132b_638b_4a9f_b028_d3fe47acc8d1 =
|
|||||||
const hasEvent = has(floor.events[loc]);
|
const hasEvent = has(floor.events[loc]);
|
||||||
if (hasEvent) return;
|
if (hasEvent) return;
|
||||||
let deep = Infinity;
|
let deep = Infinity;
|
||||||
if (hasBlockDamage(loc) && core.flags.enableGentleClick) { // 有地图伤害允许轻点附近1格
|
if (hasBlockDamage(loc)) {
|
||||||
deep = 1;
|
deep = core.flags.enableGentleClick ? 1 : 0; // 有地图伤害允许轻点附近1格
|
||||||
}
|
}
|
||||||
flags.__forbidSave__ = true;
|
flags.__forbidSave__ = true;
|
||||||
flags.__statistics__ = true;
|
flags.__statistics__ = true;
|
||||||
|
|||||||
Loading…
Reference in New Issue
Block a user