diff --git a/_docs/element.md b/_docs/element.md index a43a5a9a..b2576eb4 100644 --- a/_docs/element.md +++ b/_docs/element.md @@ -199,8 +199,6 @@ 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 退化怪需要设置'atkValue'和'defValue'表示退化的数值;也可以不设置默认为0。 -夹击可以通过全塔属性中的`betweenAttackCeil`设为true可以将伤害向上取整。 - **将`flag:no_betweenAttack`设置为true可以免疫夹击效果。** 固伤怪则需要设置`damage`选项,代表战前扣血数值。 diff --git a/_server/MotaAction.g4 b/_server/MotaAction.g4 index f3044be3..36865510 100644 --- a/_server/MotaAction.g4 +++ b/_server/MotaAction.g4 @@ -2745,8 +2745,8 @@ Global_Value_List Global_Flag_List - : '显示当前楼层'|'显示勇士图标'|'显示当前等级'|'启用生命上限'|'显示魔力值'|'显示魔防值'|'显示金币值'|'显示经验值'|'允许等级提升'|'升级扣除模式'|'显示钥匙数量'|'显示破炸飞'|'显示毒衰咒'|'显示当前技能'|'楼梯边才能楼传'|'楼传平面塔模式'|'破墙镐四方向'|'炸弹四方向'|'冰冻徽章四方向'|'铁门不需要钥匙'|'开启加点'|'开启负伤'|'仇恨怪战后扣减一半'|'夹击是否上整'|'夹击不超伤害值'|'循环计算临界'|'允许轻按'|'寻路算法不绕血瓶'|'允许走到将死领域'|'允许瞬间移动'|'允许查看禁用商店'|'阻激夹域后禁用快捷商店'|'虚化前景层'|'检查控制台' - /*Global_Flag_List ['enableFloor','enableName','enableLv', 'enableHPMax', 'enableMana', 'enableMDef', 'enableMoney', 'enableExperience', 'enableLevelUp', 'levelUpLeftMode', 'enableKeys', 'enablePZF', 'enableDebuff', 'enableSkill', 'flyNearStair', 'flyRecordPosition', 'pickaxeFourDirections', 'bombFourDirections', 'snowFourDirections', 'steelDoorWithoutKey', 'enableAddPoint', 'enableNegativeDamage', 'hatredDecrease', 'betweenAttackCeil', 'betweenAttackMax', 'useLoop', 'enableGentleClick', 'potionWhileRouting', 'canGoDeadZone', 'enableMoveDirectly', 'enableDisabledShop', 'disableShopOnDamage', 'blurFg', 'checkConsole']*/; + : '显示当前楼层'|'显示勇士图标'|'显示当前等级'|'启用生命上限'|'显示魔力值'|'显示魔防值'|'显示金币值'|'显示经验值'|'允许等级提升'|'升级扣除模式'|'显示钥匙数量'|'显示破炸飞'|'显示毒衰咒'|'显示当前技能'|'楼梯边才能楼传'|'楼传平面塔模式'|'破墙镐四方向'|'炸弹四方向'|'冰冻徽章四方向'|'铁门不需要钥匙'|'开启加点'|'开启负伤'|'夹击不超伤害值'|'循环计算临界'|'允许轻按'|'寻路算法不绕血瓶'|'允许走到将死领域'|'允许瞬间移动'|'允许查看禁用商店'|'阻激夹域后禁用快捷商店'|'虚化前景层'|'检查控制台' + /*Global_Flag_List ['enableFloor','enableName','enableLv', 'enableHPMax', 'enableMana', 'enableMDef', 'enableMoney', 'enableExperience', 'enableLevelUp', 'levelUpLeftMode', 'enableKeys', 'enablePZF', 'enableDebuff', 'enableSkill', 'flyNearStair', 'flyRecordPosition', 'pickaxeFourDirections', 'bombFourDirections', 'snowFourDirections', 'steelDoorWithoutKey', 'enableAddPoint', 'enableNegativeDamage', 'betweenAttackMax', 'useLoop', 'enableGentleClick', 'potionWhileRouting', 'canGoDeadZone', 'enableMoveDirectly', 'enableDisabledShop', 'disableShopOnDamage', 'blurFg', 'checkConsole']*/; Colour : 'sdeirughvuiyasdeb'+ //为了被识别为复杂词法规则 diff --git a/_server/table/data.comment.js b/_server/table/data.comment.js index 99f7893f..0b8db66d 100644 --- a/_server/table/data.comment.js +++ b/_server/table/data.comment.js @@ -553,11 +553,6 @@ var data_comment_c456ea59_6018_45ef_8bcc_211a24c627dc = { "_type": "checkbox", "_data": "状态栏的装备按钮。若此项为true则将状态栏中的楼层转换器按钮换为装备栏按钮" }, - "iconInEquipbox": { - "_leaf": true, - "_type": "checkbox", - "_data": "在装备栏中的属性变化,是否绘制图标;如果此项开启,则会绘制图标而不是文字" - }, "enableAddPoint": { "_leaf": true, "_type": "checkbox", @@ -568,16 +563,6 @@ var data_comment_c456ea59_6018_45ef_8bcc_211a24c627dc = { "_type": "checkbox", "_data": "是否支持负伤害(回血)" }, - "hatredDecrease": { - "_leaf": true, - "_type": "checkbox", - "_data": "是否在和仇恨怪战斗后减一半的仇恨值,此项为false则和仇恨怪不会扣减仇恨值。" - }, - "betweenAttackCeil": { - "_leaf": true, - "_type": "checkbox", - "_data": "夹击上整还是下整。如果此项为true则夹击伤害值向上取整,为false则为向下取整" - }, "betweenAttackMax": { "_leaf": true, "_type": "checkbox", @@ -632,7 +617,7 @@ var data_comment_c456ea59_6018_45ef_8bcc_211a24c627dc = { "potionWhileRouting": { "_leaf": true, "_type": "checkbox", - "_data": "寻路算法是否经过血瓶;如果该项为false,则寻路算法会自动尽量绕过血瓶" + "_data": "寻路算法是否经过血瓶和绿钥匙;如果该项为false,则寻路算法会自动尽量绕过血瓶和绿钥匙" }, "ignoreChangeFloor": { "_leaf": true, diff --git a/libs/ui.js b/libs/ui.js index 8f72c271..60b2bc5f 100644 --- a/libs/ui.js +++ b/libs/ui.js @@ -2388,15 +2388,8 @@ ui.prototype._drawEquipbox_drawStatusChanged = function (info, y, equip, equipTy // --- 变化值... core.setFont('ui', this._buildFont(14, true)); for (var name in compare) { - var img = core.statusBar.icons[name]; var text = this._drawEquipbox_getStatusName(name); - if (img && core.flags.iconInEquipbox) { // 绘制图标 - core.drawImage('ui', img, 0, 0, 32, 32, obj.drawOffset, obj.y - 13, 16, 16); - obj.drawOffset += 20; - } - else { // 绘制文字 - this._drawEquipbox_drawStatusChanged_draw(text + " ", '#CCCCCC', obj); - } + this._drawEquipbox_drawStatusChanged_draw(text + " ", '#CCCCCC', obj); var nowValue = core.getStatus(name) * core.getBuff(name), newValue = (core.getStatus(name) + compare[name]) * core.getBuff(name); if (equip.equip.percentage) { var nowBuff = core.getBuff(name), newBuff = nowBuff + compare[name] / 100; diff --git a/project/data.js b/project/data.js index 20da56b0..2a5fdb4b 100644 --- a/project/data.js +++ b/project/data.js @@ -442,11 +442,8 @@ var data_a1e2fb4a_e986_4524_b0da_9b7ba7c0874d = "itemFirstText": false, "equipment": false, "equipboxButton": false, - "iconInEquipbox": false, "enableAddPoint": false, "enableNegativeDamage": false, - "hatredDecrease": true, - "betweenAttackCeil": false, "betweenAttackMax": false, "useLoop": false, "startUsingCanvas": false, diff --git a/project/functions.js b/project/functions.js index 87a4c0e3..53f48d2f 100644 --- a/project/functions.js +++ b/project/functions.js @@ -315,8 +315,8 @@ var functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a = if (core.enemys.hasSpecial(special, 14)) { core.push(todo, [{ "type": "insert", "name": "毒衰咒处理", "args": [2] }]); } - // 仇恨属性:减半 - if (core.flags.hatredDecrease && core.enemys.hasSpecial(special, 17)) { + // 仇恨属性 + if (core.enemys.hasSpecial(special, 17)) { core.setFlag('hatred', Math.floor(core.getFlag('hatred', 0) / 2)); } // 自爆 @@ -464,7 +464,7 @@ var functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a = [14, "诅咒", "战斗后,勇士陷入诅咒状态,战斗无法获得金币和经验"], [15, "领域", function (enemy) { return "经过怪物周围" + (enemy.zoneSquare ? "九宫格" : "十字") + "范围内" + (enemy.range || 1) + "格时自动减生命" + (enemy.value || 0) + "点"; }], [16, "夹击", "经过两只相同的怪物中间,勇士生命值变成一半"], - [17, "仇恨", "战斗前,怪物附加之前积累的仇恨值作为伤害" + (core.flags.hatredDecrease ? ";战斗后,释放一半的仇恨值" : "") + "。(每杀死一个怪物获得" + (core.values.hatred || 0) + "点仇恨值)"], + [17, "仇恨", "战斗前,怪物附加之前积累的仇恨值作为伤害;战斗后,释放一半的仇恨值。(每杀死一个怪物获得" + (core.values.hatred || 0) + "点仇恨值)"], [18, "阻击", function (enemy) { return "经过怪物的十字领域时自动减生命" + (enemy.value || 0) + "点,同时怪物后退一格"; }], [19, "自爆", "战斗后勇士的生命值变成1"], [20, "无敌", "勇士无法打败怪物,除非拥有十字架"], @@ -1189,7 +1189,7 @@ var functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a = // 捕捉 // 如果要防止捕捉效果,可以直接简单的将 flag:no_ambush 设为true - if (enemy && core.enemys.hasSpecial(enemy.special, 27)) { + if (enemy && core.enemys.hasSpecial(enemy.special, 27) && !core.hasFlag("no_ambush")) { // 给周围格子加上【捕捉】记号 for (var dir in core.utils.scan) { var nx = x + core.utils.scan[dir].x, @@ -1229,8 +1229,8 @@ var functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a = if (enemyId1 != null || enemyId2 != null) { var leftHp = core.status.hero.hp - (damage[loc] || 0); if (leftHp > 1) { - // 上整/下整 - var value = Math.floor((leftHp + (core.flags.betweenAttackCeil ? 1 : 0)) / 2); + // 夹击伤害值 + var value = Math.floor(leftHp / 2); // 是否不超过怪物伤害值 if (core.flags.betweenAttackMax) { var enemyDamage1 = core.getDamage(enemyId1, x, y, floorId); diff --git a/runtime.d.ts b/runtime.d.ts index 4eb78701..e633c7f8 100644 --- a/runtime.d.ts +++ b/runtime.d.ts @@ -81,8 +81,6 @@ type SystemFlags = { enableXxx: boolean flyNearStair: boolean steelDoorWithoutKey: boolean - hatredDecrease: boolean - betweenAttackCeil: boolean betweenAttackMax: boolean ignoreChangeFloor: boolean disableShopOnDamage: boolean