Merge pull request #206 from ckcz123/v2.0

V2.0
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Zhang Chen 2018-09-01 00:24:55 +08:00 committed by GitHub
commit e3e8aceef6
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6 changed files with 16 additions and 13 deletions

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@ -112,7 +112,7 @@ comment_c456ea59_6018_45ef_8bcc_211a24c627dc =
"special": {
"_leaf": true,
"_type": "textarea",
"_data": "特殊属性\n\n0:无,1:先攻,2:魔攻,3:坚固,4:2连击,\n5:3连击,6:n连击,7:破甲,8:反击,9:净化,\n10:模仿,11:吸血,12:中毒,13:衰弱,14:诅咒,\n15:领域,16:夹击,17:仇恨,18:阻击,19:自爆,\n20:无敌,21:退化,22:固伤,23:重生\n\n多个属性例如用[1,4,11]表示先攻2连击吸血\n模仿怪的攻防设为0就好"
"_data": "特殊属性\n\n0:无,1:先攻,2:魔攻,3:坚固,4:2连击,\n5:3连击,6:n连击,7:破甲,8:反击,9:净化,\n10:模仿,11:吸血,12:中毒,13:衰弱,14:诅咒,\n15:领域,16:夹击,17:仇恨,18:阻击,19:自爆,\n20:无敌,21:退化,22:固伤,23:重生,24:激光\n\n多个属性例如用[1,4,11]表示先攻2连击吸血\n模仿怪的攻防设为0就好"
},
"value": {
"_leaf": true,

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@ -332,7 +332,7 @@ editor.prototype.changeFloor = function (floorId, callback) {
return v.idnum || v || 0
})
});
core.changeFloor(floorId, null, core.firstData.hero.loc, null, function () {
core.changeFloor(floorId, null, {"x": 0, "y": 0, "direction": "up"}, null, function () {
editor.drawMapBg();
var mapArray = core.maps.save(core.status.maps, core.status.floorId);
editor.map = mapArray.map(function (v) {

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@ -441,7 +441,10 @@ editor_mode = function (editor) {
selectFloor.onchange = function () {
editor_mode.onmode('nextChange');
editor_mode.onmode('floor');
core.bigmap.offsetX=0;
core.bigmap.offsetY=0;
editor.changeFloor(selectFloor.value);
editor.moveViewport(0,0);
}
});

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@ -277,20 +277,20 @@ events.prototype.passNet = function (data) {
core.status.hero.def += core.values.shield5 * ratio;
core.setFlag("shield5", true); // 增加一个自定义Flag已经拿到神圣盾
```
2. 免疫吸血效果:在`enemys.js`的伤害计算编辑成如果存在神圣盾标记吸血伤害为0。
2. 免疫吸血效果:在脚本编辑的getDamageInfo编辑成如果存在神圣盾标记吸血伤害为0。
``` js
enemys.prototype.calDamage = function (monster, hero_hp, hero_atk, hero_def, hero_mdef) {
function (enemy, hero_hp, hero_atk, hero_def, hero_mdef) {
// ... 上略
// 吸血
if (this.hasSpecial(mon_special, 11)) {
var vampireDamage = hero_hp * monster.value;
var vampireDamage = hero_hp * enemy.value;
// 如果有神圣盾免疫吸血等可以在这里写
if (core.hasFlag("shield5")) vampireDamage = 0; // 存在神圣盾吸血伤害为0
vampireDamage = Math.floor(vampireDamage) || 0;
// 加到自身
if (monster.add) // 如果加到自身
if (enemy.add) // 如果加到自身
mon_hp += vampireDamage;
initDamage += vampireDamage;
@ -652,7 +652,7 @@ case 87: // W
战斗效果内技能要改两个地方:战斗伤害计算,战后扣除魔力值。
战斗伤害计算在`enenmys.js`的`getDamageInfo`函数,有需求直接修改这个函数即可。
战斗伤害计算在脚本编辑的`getDamageInfo`函数,有需求直接修改这个函数即可。
战后扣除魔力值则在脚本编辑的`afterBattle`中进行编辑即可。

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@ -164,9 +164,9 @@ maps.prototype.save = function(maps, floorId) {
var mh = core.floors[floorId].height || 13;
var blocks = [];
for (var x=0;x<mw;x++) {
for (var x=0;x<mh;x++) {
blocks[x]=[];
for (var y=0;y<mh;y++) {
for (var y=0;y<mw;y++) {
blocks[x].push(0);
}
}
@ -215,9 +215,9 @@ maps.prototype.load = function (data, floorId) {
maps.prototype.getMapArray = function (blockArray,width,height){
var blocks = [];
for (var x=0;x<width;x++) {
for (var x=0;x<height;x++) {
blocks[x]=[];
for (var y=0;y<height;y++) {
for (var y=0;y<width;y++) {
blocks[x].push(0);
}
}

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@ -1827,8 +1827,8 @@ ui.prototype.drawThumbnail = function(floorId, canvas, blocks, x, y, size, cente
var blockIcon = core.material.icons.terrains[groundId];
var blockImage = core.material.images.terrains;
// background
for (var i=0;i<mw;i++) {
for (var j=0;j<mh;j++) {
for (var j=0;j<mh;j++) {
for (var i=0;i<mw;i++) {
tempCanvas.drawImage(blockImage, 0, blockIcon * 32, 32, 32, i * 32, j * 32, 32, 32);
}
}