diff --git a/_server/comment.js b/_server/comment.js index 42422d46..e6e61334 100644 --- a/_server/comment.js +++ b/_server/comment.js @@ -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, diff --git a/_server/editor.js b/_server/editor.js index 612df88f..0e8a53c4 100644 --- a/_server/editor.js +++ b/_server/editor.js @@ -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) { diff --git a/_server/editor_mode.js b/_server/editor_mode.js index 47ddbd94..9c5c2b4e 100644 --- a/_server/editor_mode.js +++ b/_server/editor_mode.js @@ -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); } }); diff --git a/docs/personalization.md b/docs/personalization.md index afafca40..ae7dfd47 100644 --- a/docs/personalization.md +++ b/docs/personalization.md @@ -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`的伤害计算中,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中,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。 diff --git a/libs/maps.js b/libs/maps.js index 22d7a62a..c9c42891 100644 --- a/libs/maps.js +++ b/libs/maps.js @@ -164,9 +164,9 @@ maps.prototype.save = function(maps, floorId) { var mh = core.floors[floorId].height || 13; var blocks = []; - for (var x=0;x