diff --git a/project/functions.js b/project/functions.js index b3745f30..ce14382f 100644 --- a/project/functions.js +++ b/project/functions.js @@ -15,15 +15,15 @@ functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a = core.material.items.bomb.text = "可以炸掉勇士四周的怪物"; if (core.flags.equipment) { core.material.items.sword1.cls = 'constants'; - core.material.items.sword2.cls = 'constants'; - core.material.items.sword3.cls = 'constants'; - core.material.items.sword4.cls = 'constants'; - core.material.items.sword5.cls = 'constants'; - core.material.items.shield1.cls = 'constants'; - core.material.items.shield2.cls = 'constants'; - core.material.items.shield3.cls = 'constants'; - core.material.items.shield4.cls = 'constants'; - core.material.items.shield5.cls = 'constants'; + core.material.items.sword2.cls = 'constants'; + core.material.items.sword3.cls = 'constants'; + core.material.items.sword4.cls = 'constants'; + core.material.items.sword5.cls = 'constants'; + core.material.items.shield1.cls = 'constants'; + core.material.items.shield2.cls = 'constants'; + core.material.items.shield3.cls = 'constants'; + core.material.items.shield4.cls = 'constants'; + core.material.items.shield5.cls = 'constants'; } }, ////// 不同难度分别设置初始属性 ////// @@ -341,59 +341,38 @@ functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a = console.log("插件函数执行测试"); } + var _useEquipment = function (itemId, name, type) { + if (itemId.indexOf(name)==0) { + var now=core.getFlag(name, name+"0"); + + if (typeof core.values[now] == 'number') { + core.status.hero[type] -= core.values[now]; + } + else { + core.status.hero.atk -= core.values[now].atk || 0; + core.status.hero.def -= core.values[now].def || 0; + core.status.hero.mdef -= core.values[now].mdef || 0; + } + + if (typeof core.values[itemId] == 'number') { + core.status.hero[type] += core.values[itemId]; + } + else { + core.status.hero.atk += core.values[itemId].atk || 0; + core.status.hero.def += core.values[itemId].def || 0; + core.status.hero.mdef += core.values[itemId].mdef || 0; + } + + core.setItem(now, 1); + core.setItem(itemId, 0); + core.setFlag(name, itemId); + core.drawTip("已装备"+core.material.items[itemId].name); + } + } + this.useEquipment = function (itemId) { // 使用装备 - if (itemId.indexOf("sword")==0) { - var now=core.getFlag('sword', 'sword0'); // 当前装备剑的ID - - if (typeof core.values[now] == 'number') { - core.status.hero.atk -= core.values[now]; - } - else { - core.status.hero.atk -= core.values[now].atk || 0; - core.status.hero.def -= core.values[now].def || 0; - core.status.hero.mdef -= core.values[now].mdef || 0; - } - - if (typeof core.values[itemId] == 'number') { - core.status.hero.atk += core.values[itemId]; - } - else { - core.status.hero.atk += core.values[itemId].atk || 0; - core.status.hero.def += core.values[itemId].def || 0; - core.status.hero.mdef += core.values[itemId].mdef || 0; - } - - core.setItem(now, 1); - core.setItem(itemId, 0); - core.setFlag('sword', itemId); - core.drawTip("已装备"+core.material.items[itemId].name); - } - if (itemId.indexOf("shield")==0) { - var now=core.getFlag('shield', 'shield0'); - - if (typeof core.values[now] == 'number') { - core.status.hero.def -= core.values[now]; - } - else { - core.status.hero.atk -= core.values[now].atk || 0; - core.status.hero.def -= core.values[now].def || 0; - core.status.hero.mdef -= core.values[now].mdef || 0; - } - - if (typeof core.values[itemId] == 'number') { - core.status.hero.def += core.values[itemId]; - } - else { - core.status.hero.atk += core.values[itemId].atk || 0; - core.status.hero.def += core.values[itemId].def || 0; - core.status.hero.mdef += core.values[itemId].mdef || 0; - } - - core.setItem(now, 1); - core.setItem(itemId, 0); - core.setFlag('shield', itemId); - core.drawTip("已装备"+core.material.items[itemId].name); - } + _useEquipment(itemId, "sword", "atk"); + _useEquipment(itemId, "shield", "def"); } // 可以在任何地方(如afterXXX或自定义脚本事件)调用函数,方法为 core.plugin.xxx();