V2.4.1
This commit is contained in:
parent
55baa70d3c
commit
d2af698252
@ -112,7 +112,7 @@ body {
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#tip {
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float: right;
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width: 50%;
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width: 45%;
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/* height: 95%; */
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min-height: 9rem;
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padding: 5px 10px 10px 10px;
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@ -50,7 +50,7 @@ data_comment_c456ea59_6018_45ef_8bcc_211a24c627dc =
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"equipName": {
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"_leaf": true,
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"_type": "textarea",
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"_data": "装备位名称,为不超过6个的数组,此项的顺序与equiptype数值关联"
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"_data": "装备位名称,为不超过6个的数组,此项的顺序与equiptype数值关联;例如可写[\"武器\",\"防具\",\"首饰\"]等等。"
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},
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"statusLeftBackground": {
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"_leaf": true,
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@ -152,7 +152,7 @@ data_comment_c456ea59_6018_45ef_8bcc_211a24c627dc =
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"equipment": {
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"_leaf": true,
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"_type": "textarea",
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"_data": "初始装备"
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"_data": "初始装上的装备,此处建议请直接留空数组"
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},
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"items": {
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"_leaf": false,
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@ -429,11 +429,11 @@ data_comment_c456ea59_6018_45ef_8bcc_211a24c627dc =
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"_bool": "bool",
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"_data": "剑和盾是否作为装备。如果此项为true,则作为装备,需要在装备栏使用,否则将直接加属性。"
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},
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"equipboxBotton": {
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"equipboxButton": {
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"_leaf": true,
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"_type": "checkbox",
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"_bool": "bool",
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"_data": "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,同时启用装备栏,无论equipment是否为true"
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"_data": "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"
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},
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/*
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"enableDeleteItem": {
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@ -55,6 +55,12 @@ functions_comment_c456ea59_6018_45ef_8bcc_211a24c627dc =
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"_lint": true,
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"_data": "开一个门后触发的事件"
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},
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"afterGetItem": {
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"_leaf": true,
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"_type": "textarea",
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"_lint": true,
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"_data": "获得一个道具后触发的事件"
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},
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"afterChangeLight": {
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"_leaf": true,
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"_type": "textarea",
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@ -103,6 +109,12 @@ functions_comment_c456ea59_6018_45ef_8bcc_211a24c627dc =
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"_lint": true,
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"_data": "获得战斗伤害信息(实际伤害计算函数)"
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},
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"updateCheckBlock": {
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"_leaf": true,
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"_type": "textarea",
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"_lint": true,
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"_data": "领域、阻击、夹击的伤害计算函数"
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},
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"updateEnemys": {
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"_leaf": true,
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"_type": "textarea",
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@ -248,6 +248,7 @@
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<span id='mobileview'>
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<input type="button" value="数据区"/>
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<input type="button" value="地图区"/>
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<br />
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<input type="button" value="素材库"/>
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<input type="button" value="前往游戏" onclick="window.location='./index.html'"/>
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</span>
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@ -273,10 +274,10 @@
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<option value="line">画线</option>
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<option value="rectangle">画矩形</option>
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</select>
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<select id="layerMod" style="float:left;margin-right:6px">
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<option value="fgmap">前景</option>
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<option value="map" selected="selected">事件</option>
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<option value="bgmap">背景</option>
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<select id="layerMod" style="float:left;margin-right:3px">
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<option value="bgmap">背景层</option>
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<option value="map" selected>事件层</option>
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<option value="fgmap">前景层</option>
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</select>
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<div id="viewportButtons" style="float:left">
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<input type="button" style="padding:1px 1px" value="←"/>
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10
editor.html
10
editor.html
@ -246,11 +246,11 @@
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<input type="radio" id="brushMod" name="brushMod" value="line" checked="checked" />画线
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<input type="radio" id="brushMod2" name="brushMod" value="rectangle" />画矩形
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</span>
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<span style="font-size: 12px; margin-left: 5px">
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图层:
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<input type="radio" id="layerMod3" name="layerMod" value="fgmap" />前景
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<input type="radio" id="layerMod" name="layerMod" value="map" checked="checked" />事件
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<input type="radio" id="layerMod2" name="layerMod" value="bgmap" />背景
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<br/>
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<span style="font-size: 12px">
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<input type="radio" id="layerMod2" name="layerMod" value="bgmap" />背景层
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<input type="radio" id="layerMod" name="layerMod" value="map" checked="checked" style="margin-left: 5px" />事件层
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<input type="radio" id="layerMod3" name="layerMod" value="fgmap" style="margin-left: 5px" />前景层
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</span>
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<br>
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<div id="viewportButtons">
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149
libs/control.js
149
libs/control.js
@ -1183,116 +1183,7 @@ control.prototype.updateFollowers = function () {
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////// 更新领域、夹击、阻击的伤害地图 //////
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control.prototype.updateCheckBlock = function() {
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core.status.checkBlock = {};
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if (!core.isset(core.status.thisMap)) return;
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var blocks = core.status.thisMap.blocks;
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// Step1: 更新怪物地图
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core.status.checkBlock.map = []; // 记录怪物地图
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for (var n=0;n<blocks.length;n++) {
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var block = blocks[n];
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if (core.isset(block.event) && !block.disable && block.event.cls.indexOf('enemy')==0) {
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var id = block.event.id, enemy = core.material.enemys[id];
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if (core.isset(enemy)) {
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core.status.checkBlock.map[block.x+core.bigmap.width*block.y]=id;
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}
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}
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// 血网
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if (core.isset(block.event) && !block.disable &&
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block.event.id=='lavaNet' && block.event.trigger=='passNet' && !core.hasItem("shoes")) {
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core.status.checkBlock.map[block.x+core.bigmap.width*block.y]="lavaNet";
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}
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}
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// Step2: 更新领域、阻击伤害
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core.status.checkBlock.damage = []; // 记录(x,y)点的伤害
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for (var x=0;x<core.bigmap.width*core.bigmap.height;x++) core.status.checkBlock.damage[x]=0;
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for (var x=0;x<core.bigmap.width;x++) {
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for (var y=0;y<core.bigmap.height;y++) {
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var id = core.status.checkBlock.map[x+core.bigmap.width*y];
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if (core.isset(id)) {
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if (id=="lavaNet") {
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core.status.checkBlock.damage[x+core.bigmap.width*y]+=core.values.lavaDamage||0;
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continue;
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}
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var enemy = core.material.enemys[id];
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// 存在领域
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if (core.enemys.hasSpecial(enemy.special, 15)) {
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var range = enemy.range || 1;
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var zoneSquare = false;
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if (core.isset(enemy.zoneSquare)) zoneSquare=enemy.zoneSquare;
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for (var dx=-range;dx<=range;dx++) {
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for (var dy=-range;dy<=range;dy++) {
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if (dx==0 && dy==0) continue;
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var nx=x+dx, ny=y+dy;
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if (nx<0 || nx>=core.bigmap.width || ny<0 || ny>=core.bigmap.height) continue;
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if (!zoneSquare && Math.abs(dx)+Math.abs(dy)>range) continue;
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core.status.checkBlock.damage[nx+ny*core.bigmap.width]+=enemy.value||0;
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}
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}
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}
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// 存在激光
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if (core.enemys.hasSpecial(enemy.special, 24)) {
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for (var nx=0;nx<core.bigmap.width;nx++) {
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if (nx!=x) core.status.checkBlock.damage[nx+y*core.bigmap.width]+=enemy.value||0;
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}
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for (var ny=0;ny<core.bigmap.height;ny++) {
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if (ny!=y) core.status.checkBlock.damage[x+ny*core.bigmap.width]+=enemy.value||0;
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}
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}
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// 存在阻击
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if (core.enemys.hasSpecial(enemy.special, 18)) {
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for (var dx=-1;dx<=1;dx++) {
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for (var dy=-1;dy<=1;dy++) {
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if (dx==0 && dy==0) continue;
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var nx=x+dx, ny=y+dy;
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if (nx<0 || nx>=core.bigmap.width || ny<0 || ny>=core.bigmap.height || Math.abs(dx)+Math.abs(dy)>1) continue;
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core.status.checkBlock.damage[nx+ny*core.bigmap.width]+=enemy.value||0;
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}
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}
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}
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}
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}
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}
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// Step3: 更新夹击点坐标,并将夹击伤害加入到damage中
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core.status.checkBlock.betweenAttack = []; // 记录(x,y)点是否有夹击
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for (var x=0;x<core.bigmap.width;x++) {
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for (var y=0;y<core.bigmap.height;y++) {
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var has=false;
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if (x>0 && x<core.bigmap.width-1) {
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var id1=core.status.checkBlock.map[x-1+core.bigmap.width*y],
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id2=core.status.checkBlock.map[x+1+core.bigmap.height*y];
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if (core.isset(id1) && core.isset(id2) && id1==id2) {
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var enemy = core.material.enemys[id1];
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if (core.isset(enemy) && core.enemys.hasSpecial(enemy.special, 16)) {
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has = true;
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}
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}
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}
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if (y>0 && y<core.bigmap.height-1) {
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var id1=core.status.checkBlock.map[x+core.bigmap.width*(y-1)],
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id2=core.status.checkBlock.map[x+core.bigmap.width*(y+1)];
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if (core.isset(id1) && core.isset(id2) && id1==id2) {
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var enemy = core.material.enemys[id1];
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if (core.isset(enemy) && core.enemys.hasSpecial(enemy.special, 16)) {
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has = true;
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}
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}
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}
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// 存在夹击
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if (has) {
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core.status.checkBlock.betweenAttack[x+core.bigmap.width*y]=true;
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var leftHp = core.status.hero.hp - core.status.checkBlock.damage[x+core.bigmap.width*y];
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if (leftHp>1)
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core.status.checkBlock.damage[x+core.bigmap.width*y] += Math.floor((leftHp+(core.flags.betweenAttackCeil?0:1))/2);
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}
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}
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}
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return core.enemys.updateCheckBlock();
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}
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////// 检查并执行领域、夹击、阻击事件 //////
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@ -1944,23 +1835,25 @@ control.prototype.replay = function () {
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if (core.canUseItem(itemId)) {
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var tools = Object.keys(core.status.hero.items.tools).sort();
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var constants = Object.keys(core.status.hero.items.constants).sort();
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var index;
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var index=-1;
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if ((index=tools.indexOf(itemId))>=0) {
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core.status.event.data = {"toolsPage":Math.floor(index/12)+1, "constantsPage":1, "selectId":null}
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core.status.event.data = {"toolsPage":Math.floor(index/12)+1, "constantsPage":1, "selectId":null};
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index = index%12;
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}
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else if (index=constants.indexOf(itemId)>=0) {
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core.status.event.data = {"toolsPage":1, "constantsPage":Math.floor(index/12)+1, "selectId":null}
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core.status.event.data = {"toolsPage":1, "constantsPage":Math.floor(index/12)+1, "selectId":null};
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index = index%12+12;
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}
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core.ui.drawToolbox(index);
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if (index>=0) {
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core.ui.drawToolbox(index);
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setTimeout(function () {
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core.ui.closePanel();
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core.useItem(itemId, function () {
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core.replay();
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});
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}, 750 / Math.max(1, core.status.replay.speed));
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return;
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return;
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}
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}
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}
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else if (action.indexOf("unEquip:")==0) {
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@ -1979,16 +1872,18 @@ control.prototype.replay = function () {
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var equipId = action.substring(6);
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var ownEquipment = Object.keys(core.status.hero.items.equips).sort();
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var index = ownEquipment.indexOf(equipId);
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core.status.event.data = {"page":Math.floor(index/12)+1, "selectId":null}
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index = index%12+12;
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core.ui.drawEquipbox(index);
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setTimeout(function () {
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core.ui.closePanel();
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core.loadEquip(equipId, function () {
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core.replay();
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});
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}, 750 / Math.max(1, core.status.replay.speed));
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return;
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if (index>=0) {
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core.status.event.data = {"page":Math.floor(index/12)+1, "selectId":null};
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index = index%12+12;
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core.ui.drawEquipbox(index);
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setTimeout(function () {
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core.ui.closePanel();
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core.loadEquip(equipId, function () {
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core.replay();
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});
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}, 750 / Math.max(1, core.status.replay.speed));
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return;
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}
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}
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else if (action.indexOf("fly:")==0) {
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var floorId=action.substring(4);
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@ -2691,7 +2586,7 @@ control.prototype.clearStatusBar = function() {
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core.statusBar[e].innerHTML = " ";
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});
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core.statusBar.image.book.style.opacity = 0.3;
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if (!core.flags.equipboxBotton) {
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if (!core.flags.equipboxButton) {
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core.statusBar.image.fly.style.opacity = 0.3;
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}
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}
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@ -2769,7 +2664,7 @@ control.prototype.updateStatusBar = function () {
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core.statusBar.image.book.src = core.statusBar.icons.book.src;
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core.statusBar.image.book.style.opacity = core.hasItem('book')?1:0.3;
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if (!core.flags.equipboxBotton) {
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if (!core.flags.equipboxButton) {
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core.statusBar.image.fly.src = core.statusBar.icons.fly.src;
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core.statusBar.image.fly.style.opacity = core.hasItem('fly')?1:0.3;
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}
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@ -221,6 +221,11 @@ enemys.prototype.updateEnemys = function () {
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return this.enemydata.updateEnemys();
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}
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////// 计算领域、夹击、阻击的伤害值 //////
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enemys.prototype.updateCheckBlock = function () {
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return this.eventdata.updateCheckBlock();
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}
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////// 获得当前楼层的怪物列表 //////
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enemys.prototype.getCurrentEnemys = function (floorId) {
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floorId=floorId||core.status.floorId;
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@ -988,12 +988,7 @@ events.prototype.getItem = function (itemId, itemNum, itemX, itemY, callback) {
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core.canvas.event.clearRect(itemX * 32, itemY * 32, 32, 32);
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core.updateStatusBar();
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// 检查处理后的事件。
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var event = core.floors[core.status.floorId].afterGetItem[itemX+","+itemY];
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if (core.isset(event)) {
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core.events.doEvents(event, itemX, itemY, callback);
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}
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else if (core.isset(callback)) callback();
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this.eventdata.afterGetItem(itemId, itemX, itemY, callback);
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}
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////// 开门 //////
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@ -1087,17 +1082,17 @@ events.prototype.battle = function (id, x, y, force, callback) {
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}
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else {
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var nowEquipment = 'hand';
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if (core.flags.equipment) {
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var equipId = core.status.hero.equipment[0];
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if (core.isset(equipId))
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if (core.isset(core.material.items[equipId].equip.animate))
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core.drawAnimate(core.material.items[equipId].equip.animate, x, y);
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}
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else {
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core.playSound('attack.mp3');
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core.drawAnimate('hand', x, y);
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var equipId = (core.status.hero.equipment||[])[0];
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if (core.isset(equipId) && core.isset(core.material.items[equipId])
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&& core.isset(core.material.items[equipId].equip.animate))
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nowEquipment = core.material.items[equipId].equip.animate;
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}
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core.playSound('attack.mp3');
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core.drawAnimate(nowEquipment, x, y);
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core.events.afterBattle(id, x, y, callback);
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}
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}
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@ -98,8 +98,12 @@ items.prototype.hasItem = function (itemId) {
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////// 是否装备某件装备 //////
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items.prototype.hasEquip = function (equipId) {
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if (!core.isset(equipId)) return null;
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if (!core.isset((core.material.items[equipId]||{}).equip)) return null;
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var equiptype = core.material.items[equipId].equip.type;
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return core.status.hero.equipment[equiptype] == equipId;
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return equipId == (core.status.hero.equipment||[])[equiptype];
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}
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////// 设置某个物品的个数 //////
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@ -149,10 +153,16 @@ items.prototype.addItem = function (itemId, itemNum) {
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////// 换上 //////
|
||||
items.prototype.loadEquip = function (equipId, callback) {
|
||||
|
||||
|
||||
if (!core.isset(core.status.hero.equipment)) core.status.hero.equipment = [];
|
||||
|
||||
core.playSound('equip.mp3');
|
||||
|
||||
var loadEquip = core.material.items[equipId];
|
||||
if (!core.isset(loadEquip)) {
|
||||
if (core.isset(callback)) callback();
|
||||
return;
|
||||
}
|
||||
var loadEquipType = loadEquip.equip.type;
|
||||
var unloadEquipId = core.status.hero.equipment[loadEquipType];
|
||||
|
||||
@ -171,23 +181,29 @@ items.prototype.loadEquip = function (equipId, callback) {
|
||||
core.status.route.push("equip:"+equipId);
|
||||
|
||||
// 装备更换完毕:删除换上的装备
|
||||
core.status.hero.items["equips"][equipId]--;
|
||||
if (core.status.hero.items["equips"][equipId]==0)
|
||||
delete core.status.hero.items["equips"][equipId];
|
||||
core.removeItem(equipId);
|
||||
|
||||
// 装备更换完毕:增加卸下的装备
|
||||
if (core.isset(unloadEquipId))
|
||||
core.addItem(unloadEquipId, 1);
|
||||
|
||||
core.log("已装备上"+loadEquip.name, core.material.icons.items[equipId]);
|
||||
|
||||
if (core.isset(callback)) callback();
|
||||
}
|
||||
|
||||
////// 卸下 //////
|
||||
items.prototype.unloadEquip = function (equipType, callback) {
|
||||
|
||||
|
||||
if (!core.isset(core.status.hero.equipment)) core.status.hero.equipment = [];
|
||||
|
||||
core.playSound('equip.mp3');
|
||||
|
||||
var unloadEquipId = core.status.hero.equipment[equipType];
|
||||
if (!core.isset(unloadEquipId)) {
|
||||
if (core.isset(callback)) callback();
|
||||
return;
|
||||
}
|
||||
var unloadEquip = core.material.items[unloadEquipId];
|
||||
|
||||
// 处理能力值改变
|
||||
@ -206,6 +222,8 @@ items.prototype.unloadEquip = function (equipType, callback) {
|
||||
// 装备更换完毕:增加卸下的装备
|
||||
core.addItem(unloadEquipId, 1);
|
||||
|
||||
core.drawTip("已卸下"+unloadEquip.name, core.material.icons.items[unloadEquipId]);
|
||||
|
||||
if (core.isset(callback)) callback();
|
||||
}
|
||||
|
||||
@ -213,15 +231,15 @@ items.prototype.compareEquipment = function (compareEquipId, beComparedEquipId)
|
||||
var compareAtk = 0, compareDef = 0, compareMdef = 0;
|
||||
if (core.isset(compareEquipId)) {
|
||||
var compareEquip = core.material.items[compareEquipId];
|
||||
compareAtk += compareEquip.equip.atk || 0;
|
||||
compareDef += compareEquip.equip.def || 0;
|
||||
compareMdef += compareEquip.equip.mdef || 0;
|
||||
compareAtk += (compareEquip.equip||{}).atk || 0;
|
||||
compareDef += (compareEquip.equip||{}).def || 0;
|
||||
compareMdef += (compareEquip.equip||{}).mdef || 0;
|
||||
}
|
||||
if (core.isset(beComparedEquipId)) {
|
||||
var beComparedEquip = core.material.items[beComparedEquipId];
|
||||
compareAtk -= beComparedEquip.equip.atk || 0;
|
||||
compareDef -= beComparedEquip.equip.def || 0;
|
||||
compareMdef -= beComparedEquip.equip.mdef || 0;
|
||||
compareAtk -= (beComparedEquip.equip||{}).atk || 0;
|
||||
compareDef -= (beComparedEquip.equip||{}).def || 0;
|
||||
compareMdef -= (beComparedEquip.equip||{}).mdef || 0;
|
||||
}
|
||||
return {"atk":compareAtk,"def":compareDef,"mdef":compareMdef};
|
||||
}
|
||||
2
main.js
2
main.js
@ -397,7 +397,7 @@ main.statusBar.image.fly.onclick = function () {
|
||||
}
|
||||
|
||||
if (main.core.isPlaying()) {
|
||||
if (!main.core.flags.equipboxBotton) {
|
||||
if (!main.core.flags.equipboxButton) {
|
||||
main.core.useFly(true);
|
||||
}
|
||||
else {
|
||||
|
||||
1
mota-js
1
mota-js
@ -1 +0,0 @@
|
||||
Subproject commit 45645884940c700b6121ffdd3624f9ed0ed062cb
|
||||
@ -72,10 +72,7 @@ data_a1e2fb4a_e986_4524_b0da_9b7ba7c0874d =
|
||||
"mdef": 100,
|
||||
"money": 100,
|
||||
"experience": 0,
|
||||
"equipment": [
|
||||
null,
|
||||
null
|
||||
],
|
||||
"equipment": [],
|
||||
"items": {
|
||||
"keys": {
|
||||
"yellowKey": 0,
|
||||
@ -204,7 +201,7 @@ data_a1e2fb4a_e986_4524_b0da_9b7ba7c0874d =
|
||||
"snowFourDirections": false,
|
||||
"bigKeyIsBox": false,
|
||||
"equipment": true,
|
||||
"equipboxBotton": false,
|
||||
"equipboxButton": false,
|
||||
"enableAddPoint": false,
|
||||
"enableNegativeDamage": false,
|
||||
"hatredDecrease": true,
|
||||
|
||||
@ -16,7 +16,7 @@ functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a =
|
||||
if (core.flags.snowFourDirections)
|
||||
core.material.items.bomb.text = "可以将四周的熔岩变成平地";
|
||||
// 是否启用装备栏
|
||||
if (core.flags.equipboxBotton) {
|
||||
if (core.flags.equipboxButton) {
|
||||
core.statusBar.image.fly.src = core.statusBar.icons.equipbox.src;
|
||||
core.flags.equipment = true;
|
||||
}
|
||||
@ -221,9 +221,9 @@ functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a =
|
||||
// 在这里增加其他的自定义事件需求
|
||||
/*
|
||||
if (enemyId=='xxx') {
|
||||
core.unshift(todo, [
|
||||
{"type": "...", ...},
|
||||
]);
|
||||
core.unshift(todo, [
|
||||
{"type": "...", ...},
|
||||
]);
|
||||
}
|
||||
*/
|
||||
|
||||
@ -266,6 +266,24 @@ functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a =
|
||||
}
|
||||
if (core.isset(callback)) callback();
|
||||
},
|
||||
////// 获得一个道具后触发的事件 //////
|
||||
"afterGetItem" : function(itemId,x,y,callback) {
|
||||
// 获得一个道具后触发的事件
|
||||
|
||||
var todo = [];
|
||||
if (core.isset(x) && core.isset(y)) {
|
||||
var event = core.floors[core.status.floorId].afterGetItem[x+","+y];
|
||||
if (core.isset(event)) {
|
||||
core.unshift(todo, event);
|
||||
}
|
||||
}
|
||||
|
||||
if (todo.length>0) {
|
||||
core.events.insertAction(todo,x,y);
|
||||
}
|
||||
|
||||
if (core.isset(callback)) callback();
|
||||
},
|
||||
////// 改变亮灯之后,可以触发的事件 //////
|
||||
"afterChangeLight" : function(x,y) {
|
||||
// 改变亮灯之后,可以触发的事件
|
||||
@ -449,6 +467,125 @@ functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a =
|
||||
"damage": damage
|
||||
};
|
||||
},
|
||||
"updateCheckBlock": function () {
|
||||
// 领域、夹击、阻击等的伤害值计算
|
||||
|
||||
core.status.checkBlock = {};
|
||||
if (!core.isset(core.status.thisMap)) return;
|
||||
var blocks = core.status.thisMap.blocks;
|
||||
|
||||
// Step1: 更新怪物地图
|
||||
core.status.checkBlock.map = []; // 记录怪物地图
|
||||
for (var n=0;n<blocks.length;n++) {
|
||||
var block = blocks[n];
|
||||
if (core.isset(block.event) && !block.disable && block.event.cls.indexOf('enemy')==0) {
|
||||
var id = block.event.id, enemy = core.material.enemys[id];
|
||||
if (core.isset(enemy)) {
|
||||
core.status.checkBlock.map[block.x+core.bigmap.width*block.y]=id;
|
||||
}
|
||||
}
|
||||
// 血网
|
||||
if (core.isset(block.event) && !block.disable &&
|
||||
block.event.id=='lavaNet' && block.event.trigger=='passNet' && !core.hasItem("shoes")) {
|
||||
core.status.checkBlock.map[block.x+core.bigmap.width*block.y]="lavaNet";
|
||||
}
|
||||
}
|
||||
|
||||
// Step2: 更新领域、阻击伤害
|
||||
core.status.checkBlock.damage = []; // 记录(x,y)点的伤害;(x,y)对应的值是 x+y*core.bigmap
|
||||
for (var x=0;x<core.bigmap.width*core.bigmap.height;x++) core.status.checkBlock.damage[x]=0;
|
||||
|
||||
for (var x=0;x<core.bigmap.width;x++) {
|
||||
for (var y=0;y<core.bigmap.height;y++) {
|
||||
var id = core.status.checkBlock.map[x+core.bigmap.width*y];
|
||||
if (core.isset(id)) {
|
||||
|
||||
if (id=="lavaNet") {
|
||||
core.status.checkBlock.damage[x+core.bigmap.width*y]+=core.values.lavaDamage||0;
|
||||
continue;
|
||||
}
|
||||
|
||||
var enemy = core.material.enemys[id];
|
||||
// 存在领域
|
||||
// 如果要防止领域伤害,可以直接简单的将 flag:no_zone 设为true
|
||||
if (core.enemys.hasSpecial(enemy.special, 15) && !core.hasFlag("no_zone")) {
|
||||
var range = enemy.range || 1;
|
||||
var zoneSquare = false;
|
||||
if (core.isset(enemy.zoneSquare)) zoneSquare=enemy.zoneSquare;
|
||||
for (var dx=-range;dx<=range;dx++) {
|
||||
for (var dy=-range;dy<=range;dy++) {
|
||||
if (dx==0 && dy==0) continue;
|
||||
var nx=x+dx, ny=y+dy;
|
||||
if (nx<0 || nx>=core.bigmap.width || ny<0 || ny>=core.bigmap.height) continue;
|
||||
if (!zoneSquare && Math.abs(dx)+Math.abs(dy)>range) continue;
|
||||
core.status.checkBlock.damage[nx+ny*core.bigmap.width]+=enemy.value||0;
|
||||
}
|
||||
}
|
||||
}
|
||||
// 存在激光
|
||||
// 如果要防止激光伤害,可以直接简单的将 flag:no_laser 设为true
|
||||
if (core.enemys.hasSpecial(enemy.special, 24) && !core.hasFlag("no_laser")) {
|
||||
for (var nx=0;nx<core.bigmap.width;nx++) {
|
||||
if (nx!=x) core.status.checkBlock.damage[nx+y*core.bigmap.width]+=enemy.value||0;
|
||||
}
|
||||
for (var ny=0;ny<core.bigmap.height;ny++) {
|
||||
if (ny!=y) core.status.checkBlock.damage[x+ny*core.bigmap.width]+=enemy.value||0;
|
||||
}
|
||||
}
|
||||
// 存在阻击
|
||||
// 如果要防止阻击伤害,可以直接简单的将 flag:no_snipe 设为true
|
||||
if (core.enemys.hasSpecial(enemy.special, 18) && !core.hasFlag("no_snipe")) {
|
||||
for (var dx=-1;dx<=1;dx++) {
|
||||
for (var dy=-1;dy<=1;dy++) {
|
||||
if (dx==0 && dy==0) continue;
|
||||
var nx=x+dx, ny=y+dy;
|
||||
if (nx<0 || nx>=core.bigmap.width || ny<0 || ny>=core.bigmap.height || Math.abs(dx)+Math.abs(dy)>1) continue;
|
||||
core.status.checkBlock.damage[nx+ny*core.bigmap.width]+=enemy.value||0;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Step3: 更新夹击点坐标,并将夹击伤害加入到damage中
|
||||
core.status.checkBlock.betweenAttack = []; // 记录(x,y)点是否有夹击
|
||||
// 如果要防止夹击伤害,可以简单的将 flag:no_betweenAttack 设为true
|
||||
if (!core.hasFlag('no_betweenAttack')) {
|
||||
for (var x=0;x<core.bigmap.width;x++) {
|
||||
for (var y=0;y<core.bigmap.height;y++) {
|
||||
var has=false;
|
||||
if (x>0 && x<core.bigmap.width-1) {
|
||||
var id1=core.status.checkBlock.map[x-1+core.bigmap.width*y],
|
||||
id2=core.status.checkBlock.map[x+1+core.bigmap.height*y];
|
||||
if (core.isset(id1) && core.isset(id2) && id1==id2) {
|
||||
var enemy = core.material.enemys[id1];
|
||||
if (core.isset(enemy) && core.enemys.hasSpecial(enemy.special, 16)) {
|
||||
has = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
if (y>0 && y<core.bigmap.height-1) {
|
||||
var id1=core.status.checkBlock.map[x+core.bigmap.width*(y-1)],
|
||||
id2=core.status.checkBlock.map[x+core.bigmap.width*(y+1)];
|
||||
if (core.isset(id1) && core.isset(id2) && id1==id2) {
|
||||
var enemy = core.material.enemys[id1];
|
||||
if (core.isset(enemy) && core.enemys.hasSpecial(enemy.special, 16)) {
|
||||
has = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
// 计算夹击伤害
|
||||
if (has) {
|
||||
core.status.checkBlock.betweenAttack[x+core.bigmap.width*y]=true;
|
||||
var leftHp = core.status.hero.hp - core.status.checkBlock.damage[x+core.bigmap.width*y];
|
||||
if (leftHp>1)
|
||||
core.status.checkBlock.damage[x+core.bigmap.width*y] += Math.floor((leftHp+(core.flags.betweenAttackCeil?0:1))/2);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
},
|
||||
"updateEnemys" : function () {
|
||||
// 更新怪物数据,可以在这里对怪物属性和数据进行动态更新,详见文档——事件——怪物数据的动态修改
|
||||
// 比如下面这个例子,如果flag:xxx为真,则将绿头怪的攻击设为100,金币设为20
|
||||
|
||||
@ -203,12 +203,13 @@ icons_4665ee12_3a1f_44a4_bea3_0fccba634dc1 =
|
||||
'greenPotion': 22,
|
||||
'yellowPotion': 23,
|
||||
'lifeWand': 33,
|
||||
'blank': 60,
|
||||
"sword0": 60,
|
||||
'sword1': 50,
|
||||
'sword2': 51,
|
||||
'sword3': 52,
|
||||
'sword4': 53,
|
||||
'sword5': 54,
|
||||
"shield0": 61,
|
||||
'shield1': 55,
|
||||
'shield2': 56,
|
||||
'shield3': 57,
|
||||
|
||||
Binary file not shown.
|
Before Width: | Height: | Size: 31 KiB After Width: | Height: | Size: 32 KiB |
@ -45,8 +45,18 @@ items_296f5d02_12fd_4166_a7c1_b5e830c9ee3a =
|
||||
"cls": "items",
|
||||
"name": "绿血瓶"
|
||||
},
|
||||
"sword0": {
|
||||
"cls": "items",
|
||||
"name": "破旧的剑",
|
||||
"text": "一把已经生锈的剑",
|
||||
"equip": {
|
||||
"type": 0,
|
||||
"atk": 0,
|
||||
"animate": "sword"
|
||||
}
|
||||
},
|
||||
"sword1": {
|
||||
"cls": "item",
|
||||
"cls": "items",
|
||||
"name": "铁剑",
|
||||
"text": "一把很普通的铁剑",
|
||||
"equip":{
|
||||
@ -95,6 +105,15 @@ items_296f5d02_12fd_4166_a7c1_b5e830c9ee3a =
|
||||
"animate": "sword"
|
||||
}
|
||||
},
|
||||
"shield0": {
|
||||
"cls": "items",
|
||||
"name": "破旧的盾",
|
||||
"text": "一个很破旧的铁盾",
|
||||
"equip": {
|
||||
"type": 1,
|
||||
"def": 0
|
||||
}
|
||||
},
|
||||
"shield1": {
|
||||
"cls": "items",
|
||||
"name": "铁盾",
|
||||
@ -279,11 +298,13 @@ items_296f5d02_12fd_4166_a7c1_b5e830c9ee3a =
|
||||
"bluePotion": "core.status.hero.hp += core.values.bluePotion * ratio",
|
||||
"yellowPotion": "core.status.hero.hp += core.values.yellowPotion * ratio",
|
||||
"greenPotion": "core.status.hero.hp += core.values.greenPotion * ratio",
|
||||
"sword0": "core.status.hero.atk += 0",
|
||||
"sword1": "core.status.hero.atk += 10",
|
||||
"sword2": "core.status.hero.atk += 20",
|
||||
"sword3": "core.status.hero.atk += 40",
|
||||
"sword4": "core.status.hero.atk += 80",
|
||||
"sword5": "core.status.hero.atk += 100",
|
||||
"shield0": "core.status.hero.def += 0",
|
||||
"shield1": "core.status.hero.def += 10",
|
||||
"shield2": "core.status.hero.def += 20",
|
||||
"shield3": "core.status.hero.def += 40",
|
||||
@ -302,16 +323,18 @@ items_296f5d02_12fd_4166_a7c1_b5e830c9ee3a =
|
||||
"bluePotion": "',生命+'+core.values.bluePotion * ratio",
|
||||
"yellowPotion": "',生命+'+core.values.yellowPotion * ratio",
|
||||
"greenPotion": "',生命+'+core.values.greenPotion * ratio",
|
||||
"sword1": ",攻击+10",
|
||||
"sword2": ",攻击+20",
|
||||
"sword3": ",攻击+40",
|
||||
"sword4": ",攻击+80",
|
||||
"sword5": ",攻击+100",
|
||||
"shield1": ",防御+10",
|
||||
"shield2": ",防御+20",
|
||||
"shield3": ",防御+40",
|
||||
"shield4": ",防御+80",
|
||||
"shield5": ",防御+100,魔防+100",
|
||||
"sword0": "',攻击+0'",
|
||||
"sword1": "',攻击+10'",
|
||||
"sword2": "',攻击+20'",
|
||||
"sword3": "',攻击+40'",
|
||||
"sword4": "',攻击+80'",
|
||||
"sword5": "',攻击+100'",
|
||||
"shield0": "',防御+0'",
|
||||
"shield1": "',防御+10'",
|
||||
"shield2": "',防御+20'",
|
||||
"shield3": "',防御+40'",
|
||||
"shield4": "',防御+80'",
|
||||
"shield5": "',防御+100,魔防+100'",
|
||||
"bigKey": "',全钥匙+1'",
|
||||
"superPotion": "',生命值翻倍'",
|
||||
"moneyPocket": "',金币+'+core.values.moneyPocket"
|
||||
|
||||
Loading…
Reference in New Issue
Block a user