diff --git a/docs/element.md b/docs/element.md index c5fa346e..19b1206b 100644 --- a/docs/element.md +++ b/docs/element.md @@ -65,6 +65,7 @@ enemys.prototype.getSpecialText = function (enemyId) { if (this.hasSpecial(special, 18)) text.push("阻击"); if (this.hasSpecial(special, 19)) text.push("自爆"); if (this.hasSpecial(special, 20)) text.push("无敌"); + if (this.hasSpecial(special, 21)) text.push("退化"); return text.join(" "); } ``` @@ -94,6 +95,8 @@ N连击怪物的special是6,且我们可以为它定义n代表实际连击数 吸血怪需要在怪物后添加value,代表吸血的比例。 +可以给吸血怪添加`'add': true`来将吸血的数值加到自身上。 + ![怪物吸血](./img/blood.png) 中毒怪让勇士中毒后,每步扣减的生命值由`data.js`中的values定义。 @@ -118,6 +121,10 @@ N连击怪物的special是6,且我们可以为它定义n代表实际连击数 请注意如果吸血、领域、阻击中任何两个同时存在,则value会冲突。**因此请勿将吸血、领域或阻击放置在同一个怪物身上。** +退化怪需要在后面增加'atkValue'和'defValue'表示退化的数值。 + +![怪物退化](./img/tuihua.png) + 如有额外需求,可参见[自定义怪物属性](personalization#自定义自定义怪物属性),里面讲了如何设置一个新的怪物属性。 ## 路障,楼梯,传送门 diff --git a/docs/img/blood.png b/docs/img/blood.png index 7d369e74..53d52171 100644 Binary files a/docs/img/blood.png and b/docs/img/blood.png differ diff --git a/docs/img/tuihua.png b/docs/img/tuihua.png new file mode 100644 index 00000000..de7d1836 Binary files /dev/null and b/docs/img/tuihua.png differ diff --git a/libs/core.js b/libs/core.js index ca9fb2ae..e5a4cafe 100644 --- a/libs/core.js +++ b/libs/core.js @@ -1163,6 +1163,13 @@ core.prototype.onmousewheel = function (direct) { if (direct==-1) core.ui.drawSLPanel(core.status.event.data + 10); return; } + + // 浏览地图 + if (core.status.lockControl && core.status.event.id == 'viewMaps') { + if (direct==1) core.ui.drawMaps(core.status.event.data+1); + if (direct==-1) core.ui.drawMaps(core.status.event.data-1); + return; + } } /////////// 键盘、鼠标事件相关 END /////////// diff --git a/libs/enemys.js b/libs/enemys.js index bcdd98d4..ed33c7d5 100644 --- a/libs/enemys.js +++ b/libs/enemys.js @@ -21,7 +21,7 @@ enemys.prototype.init = function () { 'zombie': {'name': '兽人', 'hp': 0, 'atk': 0, 'def': 0, 'money': 0, 'experience': 0, 'special': 0}, 'zombieKnight': {'name': '兽人武士', 'hp': 0, 'atk': 0, 'def': 0, 'money': 0, 'experience': 0, 'special': 0}, 'rock': {'name': '石头人', 'hp': 100, 'atk': 120, 'def': 0, 'money': 4, 'experience': 0, 'special': 3}, - 'slimeMan': {'name': '影子战士', 'hp': 100, 'atk': 0, 'def': 0, 'money': 11, 'experience': 0, 'special': 10}, // 模仿怪的攻防设为0就好 + 'slimeMan': {'name': '影子战士', 'hp': 100, 'atk': 0, 'def': 0, 'money': 11, 'experience': 0, 'special': [10,21], 'atkValue': 2, 'defValue': 3}, // 退化怪可以在后面写atkValue和defValue表示退化的数值 'bluePriest': {'name': '初级法师', 'hp': 100, 'atk': 120, 'def': 0, 'money': 3, 'experience': 0, 'special': 2, 'point': 1}, // 'point'可以在打败怪物后进行加点,详见文档说明。 'redPriest': {'name': '高级法师', 'hp': 0, 'atk': 0, 'def': 0, 'money': 0, 'experience': 0, 'special': 0}, 'brownWizard': {'name': '初级巫师', 'hp': 100, 'atk': 120, 'def': 0, 'money': 16, 'experience': 0, 'special': 15, 'value': 100, 'range': 2}, // 领域怪需要加value表示领域伤害的数值;range可选,代表领域伤害的范围;不加默认为1 @@ -52,7 +52,7 @@ enemys.prototype.init = function () { 'goldHornSlime': {'name': '金角怪', 'hp': 0, 'atk': 0, 'def': 0, 'money': 0, 'experience': 0, 'special': 0}, 'redKing': {'name': '红衣魔王', 'hp': 0, 'atk': 0, 'def': 0, 'money': 0, 'experience': 0, 'special': 0}, 'whiteKing': {'name': '白衣武士', 'hp': 100, 'atk': 120, 'def': 0, 'money': 17, 'experience': 0, 'special': 16}, - 'blackMagician': {'name': '黑暗大法师', 'hp': 100, 'atk': 120, 'def': 0, 'money': 12, 'experience': 0, 'special': 11, 'value': 1/3, 'bomb': false}, // 吸血怪需要在后面添加value代表吸血比例 + 'blackMagician': {'name': '黑暗大法师', 'hp': 100, 'atk': 120, 'def': 0, 'money': 12, 'experience': 0, 'special': 11, 'value': 1/3, 'add': true, 'bomb': false}, // 吸血怪需要在后面添加value代表吸血比例;添加add: true可以将吸血的伤害加到自身 'silverSlime': {'name': '银头怪', 'hp': 100, 'atk': 120, 'def': 0, 'money': 15, 'experience': 0, 'special': 14}, 'swordEmperor': {'name': '剑圣', 'hp': 0, 'atk': 0, 'def': 0, 'money': 0, 'experience': 0, 'special': 0}, 'whiteHornSlime': {'name': '尖角怪', 'hp': 0, 'atk': 0, 'def': 0, 'money': 0, 'experience': 0, 'special': 0}, @@ -117,6 +117,7 @@ enemys.prototype.getSpecialText = function (enemyId) { if (this.hasSpecial(special, 18)) text.push("阻击"); if (this.hasSpecial(special, 19)) text.push("自爆"); if (this.hasSpecial(special, 20)) text.push("无敌"); + if (this.hasSpecial(special, 21)) text.push("退化"); return text; } @@ -145,7 +146,7 @@ enemys.prototype.getSpecialHint = function (enemy, special) { case 8: return "反击:战斗时,怪物每回合附加角色攻击的"+parseInt(100*core.values.counterAttack)+"%作为伤害,无视角色防御"; case 9: return "净化:战斗前,怪物附加勇士魔防的"+core.values.purify+"倍作为伤害"; case 10: return "模仿:怪物的攻防和勇士攻防相等"; - case 11: return "吸血:战斗前,怪物首先吸取角色的"+parseInt(100*enemy.value)+"%生命作为伤害"; + case 11: return "吸血:战斗前,怪物首先吸取角色的"+parseInt(100*enemy.value)+"%生命作为伤害"+(enemy.add?",并把伤害数值加到自身生命上":""); case 12: return "中毒:战斗后,勇士陷入中毒状态,每一步损失生命"+core.values.poisonDamage+"点"; case 13: return "衰弱:战斗后,勇士陷入衰弱状态,攻防暂时下降"+core.values.weakValue+"点"; case 14: return "诅咒:战斗后,勇士陷入诅咒状态,战斗无法获得金币和经验"; @@ -155,6 +156,7 @@ enemys.prototype.getSpecialHint = function (enemy, special) { case 18: return "阻击:经过怪物的十字领域时自动减生命"+enemy.value+"点,同时怪物后退一格"; case 19: return "自爆:战斗后勇士的生命值变成1"; case 20: return "无敌:勇士无法打败怪物,除非拥有十字架"; + case 21: return "退化:战斗后勇士永久下降"+(enemy.atkValue||0)+"点攻击和"+(enemy.defValue||0)+"点防御"; default: break; } return "" @@ -163,21 +165,14 @@ enemys.prototype.getSpecialHint = function (enemy, special) { ////// 获得某个怪物的伤害 ////// enemys.prototype.getDamage = function (monsterId) { var monster = core.material.enemys[monsterId]; - var hero_atk = core.status.hero.atk, hero_def = core.status.hero.def, hero_mdef = core.status.hero.mdef; - var mon_hp = monster.hp, mon_atk = monster.atk, mon_def = monster.def, mon_special = monster.special; - var damage = this.calDamage(hero_atk, hero_def, hero_mdef, mon_hp, mon_atk, mon_def, mon_special, monster.n); - if (damage == 999999999) return damage; + var damage = this.calDamage(monster, core.status.hero.hp, core.status.hero.atk, core.status.hero.def, core.status.hero.mdef); + if (damage >= 999999999) return damage; return damage + this.getExtraDamage(monster); } ////// 获得某个怪物的额外伤害 ////// enemys.prototype.getExtraDamage = function (monster) { var extra_damage = 0; - if (this.hasSpecial(monster.special, 11)) { // 吸血 - // 吸血的比例 - extra_damage = core.status.hero.hp * monster.value; - extra_damage = parseInt(extra_damage); - } if (this.hasSpecial(monster.special, 17)) { // 仇恨 extra_damage += core.getFlag('hatred', 0); } @@ -187,14 +182,15 @@ enemys.prototype.getExtraDamage = function (monster) { ////// 临界值计算 ////// enemys.prototype.getCritical = function (monsterId) { var monster = core.material.enemys[monsterId]; + // 坚固、模仿怪物没有临界! if (this.hasSpecial(monster.special, 3) || this.hasSpecial(monster.special, 10)) return "???"; - var last = this.calDamage(core.status.hero.atk, core.status.hero.def, core.status.hero.mdef, - monster.hp, monster.atk, monster.def, monster.special, monster.n); + + var last = this.calDamage(monster, core.status.hero.hp, core.status.hero.atk, core.status.hero.def, core.status.hero.mdef); + if (last <= 0) return 0; for (var i = core.status.hero.atk + 1; i <= monster.hp + monster.def; i++) { - var damage = this.calDamage(i, core.status.hero.def, core.status.hero.mdef, - monster.hp, monster.atk, monster.def, monster.special, monster.n); + var damage = this.calDamage(monster, core.status.hero.hp, i, core.status.hero.def, core.status.hero.mdef); if (damage < last) return i - core.status.hero.atk; last = damage; @@ -208,31 +204,45 @@ enemys.prototype.getCriticalDamage = function (monsterId) { if (c == '???') return '???'; if (c <= 0) return 0; var monster = core.material.enemys[monsterId]; - var last = this.calDamage(core.status.hero.atk, core.status.hero.def, core.status.hero.mdef, - monster.hp, monster.atk, monster.def, monster.special, monster.n); - if (last == 999999999) return '???'; + var last = this.calDamage(monster, core.status.hero.hp, core.status.hero.atk, core.status.hero.def, core.status.hero.mdef); + if (last >= 999999999) return '???'; - return last - this.calDamage(core.status.hero.atk + c, core.status.hero.def, core.status.hero.mdef, - monster.hp, monster.atk, monster.def, monster.special, monster.n); + return last - this.calDamage(monster, core.status.hero.hp, core.status.hero.atk + c, core.status.hero.def, core.status.hero.mdef); } ////// 1防减伤计算 ////// enemys.prototype.getDefDamage = function (monsterId) { var monster = core.material.enemys[monsterId]; - var nowDamage = this.calDamage(core.status.hero.atk, core.status.hero.def, core.status.hero.mdef, - monster.hp, monster.atk, monster.def, monster.special, monster.n); - var nextDamage = this.calDamage(core.status.hero.atk, core.status.hero.def + 1, core.status.hero.mdef, - monster.hp, monster.atk, monster.def, monster.special, monster.n); - if (nowDamage == 999999999 || nextDamage == 999999999) return "???"; + var nowDamage = this.calDamage(monster, core.status.hero.hp, core.status.hero.atk, core.status.hero.def, core.status.hero.mdef); + var nextDamage = this.calDamage(monster, core.status.hero.hp, core.status.hero.atk, core.status.hero.def + 1, core.status.hero.mdef); + if (nowDamage >= 999999999 || nextDamage >= 999999999) return "???"; return nowDamage - nextDamage; } ////// 具体的伤害计算公式 ////// -enemys.prototype.calDamage = function (hero_atk, hero_def, hero_mdef, mon_hp, mon_atk, mon_def, mon_special, n) { +enemys.prototype.calDamage = function (monster, hero_hp, hero_atk, hero_def, hero_mdef) { + + var mon_hp = monster.hp, mon_atk = monster.atk, mon_def = monster.def, mon_special = monster.special; if (this.hasSpecial(mon_special, 20) && !core.hasItem("cross")) // 如果是无敌属性,且勇士未持有十字架 return 999999999; // 返回无限大 + var initDamage = 0; // 战前伤害 + + // 吸血 + if (this.hasSpecial(mon_special, 11)) { + var vampireDamage = hero_hp * monster.value; + + // 如果有神圣盾免疫吸血等可以在这里写 + + vampireDamage = parseInt(vampireDamage); + // 加到自身 + if (monster.add) // 如果加到自身 + mon_hp += vampireDamage; + + initDamage += vampireDamage; + } + // 模仿 if (this.hasSpecial(mon_special,10)) { mon_atk = hero_atk; @@ -246,28 +256,36 @@ enemys.prototype.calDamage = function (hero_atk, hero_def, hero_mdef, mon_hp, mo var per_damage = mon_atk - hero_def; if (per_damage < 0) per_damage = 0; - // 2连击 & 3连击 + // 2连击 & 3连击 & N连击 if (this.hasSpecial(mon_special, 4)) per_damage *= 2; if (this.hasSpecial(mon_special, 5)) per_damage *= 3; - if (this.hasSpecial(mon_special, 6)) per_damage *= (n||4); + if (this.hasSpecial(mon_special, 6)) per_damage *= (monster.n||4); var counterDamage = 0; // 反击 if (this.hasSpecial(mon_special, 8)) counterDamage += parseInt(core.values.counterAttack * hero_atk); // 先攻 - var damage = this.hasSpecial(mon_special, 1) ? per_damage : 0; + if (this.hasSpecial(mon_special, 1)) + initDamage += per_damage; + // 破甲 - if (this.hasSpecial(mon_special, 7)) damage += parseInt(core.values.breakArmor * hero_def); + if (this.hasSpecial(mon_special, 7)) + initDamage += parseInt(core.values.breakArmor * hero_def); + // 净化 - if (this.hasSpecial(mon_special, 9)) damage += core.values.purify * hero_mdef; + if (this.hasSpecial(mon_special, 9)) + initDamage += parseInt(core.values.purify * hero_mdef); var turn = parseInt((mon_hp - 1) / (hero_atk - mon_def)); - var ans = damage + turn * per_damage + (turn + 1) * counterDamage; + var ans = initDamage + turn * per_damage + (turn + 1) * counterDamage; ans -= hero_mdef; - return core.flags.enableNegativeDamage?ans:Math.max(0, ans); + if (!core.flags.enableNegativeDamage) + ans=Math.max(0, ans); + + return ans; } ////// 获得当前楼层的怪物列表 ////// @@ -281,7 +299,7 @@ enemys.prototype.getCurrentEnemys = function () { if (core.isset(used[monsterId])) continue; var monster = core.material.enemys[monsterId]; - var mon_atk = monster.atk, mon_def = monster.def; + var mon_hp = monster.hp, mon_atk = monster.atk, mon_def = monster.def; // 坚固 if (this.hasSpecial(monster.special, 3) && mon_def < core.status.hero.atk - 1) mon_def = core.status.hero.atk - 1; @@ -297,11 +315,12 @@ enemys.prototype.getCurrentEnemys = function () { enemys.push({ 'id': monsterId, 'name': monster.name, - 'hp': monster.hp, + 'hp': mon_hp, 'atk': mon_atk, 'def': mon_def, 'money': monster.money, 'experience': monster.experience, + 'point': monster.point||0, // 加点 'special': specialText, 'damage': this.getDamage(monsterId), 'critical': this.getCritical(monsterId), diff --git a/libs/events.js b/libs/events.js index 4a708aa8..a7074d55 100644 --- a/libs/events.js +++ b/libs/events.js @@ -689,8 +689,10 @@ events.prototype.addPoint = function (enemy) { ////// 战斗结束后触发的事件 ////// events.prototype.afterBattle = function(enemyId,x,y,callback) { + var enemy = core.material.enemys[enemyId]; + // 毒衰咒的处理 - var special = core.material.enemys[enemyId].special; + var special = enemy.special; // 中毒 if (core.enemys.hasSpecial(special, 12) && !core.hasFlag('poison')) { core.setFlag('poison', true); @@ -713,6 +715,13 @@ events.prototype.afterBattle = function(enemyId,x,y,callback) { if (core.enemys.hasSpecial(special, 19)) { core.status.hero.hp = 1; } + // 退化 + if (core.enemys.hasSpecial(special, 21)) { + core.status.hero.atk -= (enemy.atkValue||0); + core.status.hero.def -= (enemy.defValue||0); + if (core.status.hero.atk<0) core.status.hero.atk=0; + if (core.status.hero.def<0) core.status.hero.def=0; + } // 增加仇恨值 core.setFlag('hatred', core.getFlag('hatred',0)+core.values.hatred); core.updateStatusBar();