fix:优化阻激夹域伤害的写法
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@ -1351,6 +1351,17 @@ var functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a =
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var canGoDeadZone = core.flags.canGoDeadZone;
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core.flags.canGoDeadZone = true;
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/**
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* 追猎的视野能否通过该格子
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*/
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function canSeeThrough(x, y) {
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const block = core.getBlock(x, y);
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// 空地默认一定可被穿过,有事件不允许穿过
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if (block === null ||
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(core.control.getChaseType().includes(block.event.cls) && !block.event.data)) return true;
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return false;
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}
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// 计算血网和领域、阻击、激光的伤害,计算捕捉信息
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for (var loc in blocks) {
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const block = blocks[loc],
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@ -1458,17 +1469,6 @@ var functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a =
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}
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}
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/**
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* 追猎的视野能否通过该格子
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*/
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function canSeeThrough(x, y) {
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const block = core.getBlock(x, y);
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// 空地默认一定可被穿过,有事件不允许穿过
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if (block === null ||
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(core.control.getChaseType().includes(block.event.cls) && !block.event.data)) return true;
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return false;
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}
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// 追猎
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if (enemy && core.hasSpecial(enemy.special, 28)) {
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let scan = core.utils.scan;
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@ -1532,7 +1532,7 @@ var functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a =
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if (enemyId1 != null || enemyId2 != null) {
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var leftHp = core.status.hero.hp - (damage[loc] || 0);
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if (leftHp > 1) {
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// 夹击伤害值
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var value = Math.floor(leftHp / 2);
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// 是否不超过怪物伤害值
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@ -1549,7 +1549,7 @@ var functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a =
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type[loc] = type[loc] || {};
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type[loc]["夹击伤害"] = true;
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}
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}
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}
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}
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