Merge branch 'v2.0'
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commit
ce7fff343f
@ -228,7 +228,8 @@ default : [null,"MT1",null,0,0,null,500,null]
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var toFloorId = IdString_0;
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var toFloorId = IdString_0;
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if (Floor_List_0!='floorId') toFloorId = Floor_List_0;
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if (Floor_List_0!='floorId') toFloorId = Floor_List_0;
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var loc = ', "loc": ['+Number_0+', '+Number_1+']';
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var loc = ', "loc": ['+Number_0+', '+Number_1+']';
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if (Stair_List_0!=='loc')loc = ', "stair": "'+Stair_List_0+'"';
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if (Stair_List_0==='now')loc = '';
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else if (Stair_List_0!=='loc')loc = ', "stair": "'+Stair_List_0+'"';
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DirectionEx_List_0 = DirectionEx_List_0 && (', "direction": "'+DirectionEx_List_0+'"');
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DirectionEx_List_0 = DirectionEx_List_0 && (', "direction": "'+DirectionEx_List_0+'"');
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Int_0 = (Int_0!=='') ?(', "time": '+Int_0):'';
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Int_0 = (Int_0!=='') ?(', "time": '+Int_0):'';
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Bool_0 = Bool_0 ?'':(', "ignoreChangeFloor": false');
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Bool_0 = Bool_0 ?'':(', "ignoreChangeFloor": false');
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@ -1982,8 +1983,8 @@ Floor_List
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/*Floor_List ['floorId',':before',':next']*/;
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/*Floor_List ['floorId',':before',':next']*/;
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Stair_List
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Stair_List
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: '坐标'|'上楼梯'|'下楼梯'
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: '坐标'|'上楼梯'|'下楼梯'|'保持不变'
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/*Stair_List ['loc','upFloor','downFloor']*/;
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/*Stair_List ['loc','upFloor','downFloor','now']*/;
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SetTextPosition_List
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SetTextPosition_List
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: '不改变'|'距离顶部'|'居中'|'距离底部'
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: '不改变'|'距离顶部'|'居中'|'距离底部'
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@ -2167,7 +2168,10 @@ ActionParser.prototype.parse = function (obj,type) {
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case 'changeFloor':
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case 'changeFloor':
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if(!obj)obj={};
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if(!obj)obj={};
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if(!this.isset(obj.loc))obj.loc=[0,0];
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if(!this.isset(obj.loc)) {
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obj.loc=[0,0];
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if (!this.isset(obj.stair)) obj.stair='now';
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}
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if (obj.floorId==':before'||obj.floorId==':next') {
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if (obj.floorId==':before'||obj.floorId==':next') {
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obj.floorType=obj.floorId;
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obj.floorType=obj.floorId;
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delete obj.floorId;
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delete obj.floorId;
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@ -919,6 +919,8 @@ control.prototype.checkBlock = function () {
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core.status.hero.hp -= damage;
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core.status.hero.hp -= damage;
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core.drawTip("受到"+(core.status.checkBlock.type[loc]||"伤害")+damage+"点");
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core.drawTip("受到"+(core.status.checkBlock.type[loc]||"伤害")+damage+"点");
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this._checkBlock_soundAndAnimate(x, y);
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this._checkBlock_soundAndAnimate(x, y);
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this._checkBlock_disableQuickShop();
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core.status.hero.statistics.extraDamage += damage;
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if (core.status.hero.hp <= 0) {
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if (core.status.hero.hp <= 0) {
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core.status.hero.hp=0;
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core.status.hero.hp=0;
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core.updateStatusBar();
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core.updateStatusBar();
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@ -935,6 +937,15 @@ control.prototype._checkBlock_soundAndAnimate = function (x,y) {
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core.drawAnimate("zone", x, y);
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core.drawAnimate("zone", x, y);
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}
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}
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control.prototype._checkBlock_disableQuickShop = function () {
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// 禁用快捷商店
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if (core.flags.disableShopOnDamage) {
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for (var shopId in core.status.shops) {
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core.status.shops[shopId].visited = false;
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}
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}
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}
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////// 阻击 //////
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////// 阻击 //////
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control.prototype._checkBlock_snipe = function (snipe) {
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control.prototype._checkBlock_snipe = function (snipe) {
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if (!snipe || snipe.length == 0) return;
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if (!snipe || snipe.length == 0) return;
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@ -1005,6 +1005,7 @@ utils.prototype.consoleOpened = function () {
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if (!core.flags.checkConsole) return false;
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if (!core.flags.checkConsole) return false;
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if (window.Firebug && window.Firebug.chrome && window.Firebug.chrome.isInitialized)
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if (window.Firebug && window.Firebug.chrome && window.Firebug.chrome.isInitialized)
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return true;
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return true;
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if (!core.platform.isPC) return false;
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var threshold = 160;
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var threshold = 160;
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var zoom = Math.min(window.outerWidth / window.innerWidth, window.outerHeight / window.innerHeight);
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var zoom = Math.min(window.outerWidth / window.innerWidth, window.outerHeight / window.innerHeight);
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return window.outerWidth - zoom * window.innerWidth > threshold
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return window.outerWidth - zoom * window.innerWidth > threshold
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@ -1205,7 +1205,7 @@ var functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a =
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var leftHp = core.status.hero.hp - (damage[x + "," + y] || 0);
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var leftHp = core.status.hero.hp - (damage[x + "," + y] || 0);
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if (leftHp > 1) {
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if (leftHp > 1) {
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// 上整/下整
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// 上整/下整
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var value = Math.floor((leftHp + (core.flags.betweenAttackCeil ? 0 : 1)) / 2);
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var value = Math.floor((leftHp + (core.flags.betweenAttackCeil ? 1 : 0)) / 2);
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damage[loc] = (damage[loc] || 0) + value;
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damage[loc] = (damage[loc] || 0) + value;
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type[loc] = "夹击伤害";
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type[loc] = "夹击伤害";
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}
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}
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