"use strict"; function items() { this._init(); } ////// 初始化 ////// items.prototype._init = function () { this.items = items_296f5d02_12fd_4166_a7c1_b5e830c9ee3a.items; this.itemEffect = items_296f5d02_12fd_4166_a7c1_b5e830c9ee3a.itemEffect; this.itemEffectTip = items_296f5d02_12fd_4166_a7c1_b5e830c9ee3a.itemEffectTip; this.useItemEffect = items_296f5d02_12fd_4166_a7c1_b5e830c9ee3a.useItemEffect; this.canUseItemEffect = items_296f5d02_12fd_4166_a7c1_b5e830c9ee3a.canUseItemEffect; if (!items_296f5d02_12fd_4166_a7c1_b5e830c9ee3a.canEquip) items_296f5d02_12fd_4166_a7c1_b5e830c9ee3a.canEquip = {}; this.equipCondition = items_296f5d02_12fd_4166_a7c1_b5e830c9ee3a.canEquip; } ////// 获得所有道具 ////// items.prototype.getItems = function () { return core.clone(this.items); } ////// “即捡即用类”道具的使用效果 ////// items.prototype.getItemEffect = function(itemId, itemNum) { var itemCls = core.material.items[itemId].cls; // 消耗品 if (itemCls === 'items') { var ratio = parseInt(core.status.thisMap.item_ratio) || 1; var curr_hp = core.status.hero.hp; if (itemId in this.itemEffect) { try { eval(this.itemEffect[itemId]); } catch (e) { main.log(e); } } core.status.hero.statistics.hp += core.status.hero.hp - curr_hp; } else { core.addItem(itemId, itemNum); } } ////// “即捡即用类”道具的文字提示 ////// items.prototype.getItemEffectTip = function(itemId) { var itemCls = core.material.items[itemId].cls; // 消耗品 if (itemCls === 'items') { var ratio = parseInt(core.status.thisMap.item_ratio) || 1; if (itemId in this.itemEffectTip) { try { return eval(this.itemEffectTip[itemId])||""; } catch (e) { main.log(e); return ""; } } } return ""; } items.prototype._useItemEffect = function (itemId) { if (itemId in this.useItemEffect) { try { var ratio = parseInt(core.status.thisMap.item_ratio) || 1; eval(this.useItemEffect[itemId]); } catch (e) { main.log(e); } } } items.prototype._afterUseItem = function (itemId) { // 道具使用完毕:删除 var itemCls = core.material.items[itemId].cls; if (itemCls=='tools') core.status.hero.items[itemCls][itemId]--; if (core.status.hero.items[itemCls][itemId]<=0) delete core.status.hero.items[itemCls][itemId]; core.status.event.ui = null; core.updateStatusBar(); } ////// 使用道具 ////// items.prototype.useItem = function (itemId, noRoute, callback) { if (!this.canUseItem(itemId)) { if (core.isset(callback)) callback(); return; } // 执行道具效果 this._useItemEffect(itemId); // 执行完毕 this._afterUseItem(itemId); // 记录路线 if (!noRoute) core.status.route.push("item:"+itemId); if (core.isset(callback)) callback(); } ////// 当前能否使用道具 ////// items.prototype.canUseItem = function (itemId) { // 没有道具 if (!core.hasItem(itemId)) return false; var able = false; if (itemId in this.canUseItemEffect) { try { able = eval(this.canUseItemEffect[itemId]); } catch (e) { main.log(e); } } if (!able) core.status.event.ui = null; return able; } ////// 获得某个物品的个数 ////// items.prototype.itemCount = function (itemId) { if (!core.isset(core.status.hero)) return 0; if (!core.isset(itemId) || !core.isset(core.material.items[itemId])) return 0; var itemCls = core.material.items[itemId].cls; if (itemCls=="items") return 0; return core.status.hero.items[itemCls][itemId]||0; } ////// 是否存在某个物品 ////// items.prototype.hasItem = function (itemId) { return this.itemCount(itemId) > 0; } ////// 是否装备某件装备 ////// items.prototype.hasEquip = function (itemId) { if (!core.isset(core.status.hero)) return null; if (!core.isset(itemId)) return null; if (!core.isset((core.material.items[itemId]||{}).equip)) return null; for (var i in core.status.hero.equipment||[]) if (core.status.hero.equipment[i] == itemId) return true; return false } ////// 获得某个装备类型的当前装备 ////// items.prototype.getEquip = function (equipType) { if (!core.isset(core.status.hero)) return null; return (core.status.hero.equipment||[])[equipType]||null; } ////// 设置某个物品的个数 ////// items.prototype.setItem = function (itemId, itemNum) { if (!core.isset(core.status.hero)) return null; itemNum = itemNum || 0; var itemCls = core.material.items[itemId].cls; if (itemCls == 'items') return; if (!core.isset(core.status.hero.items[itemCls])) { core.status.hero.items[itemCls] = {}; } core.status.hero.items[itemCls][itemId] = itemNum; if (core.status.hero.items[itemCls][itemId] <= 0) { if (itemCls!='keys') delete core.status.hero.items[itemCls][itemId]; else core.status.hero.items[itemCls][itemId] = 0; } core.updateStatusBar(); } ////// 删除某个物品 ////// items.prototype.removeItem = function (itemId, itemNum) { if (!core.isset(core.status.hero)) return null; if (!core.isset(itemNum)) itemNum = 1; if (!core.hasItem(itemId)) return false; var itemCls = core.material.items[itemId].cls; core.status.hero.items[itemCls][itemId]-=itemNum; if (core.status.hero.items[itemCls][itemId] <= 0) { if (itemCls!='keys') delete core.status.hero.items[itemCls][itemId]; else core.status.hero.items[itemCls][itemId] = 0; } core.updateStatusBar(); return true; } ////// 增加某个物品的个数 ////// items.prototype.addItem = function (itemId, itemNum) { if (!core.isset(core.status.hero)) return null; if (!core.isset(itemNum)) itemNum = 1; var itemData = core.material.items[itemId]; var itemCls = itemData.cls; if (itemCls == 'items') return; if (!core.isset(core.status.hero.items[itemCls])) { core.status.hero.items[itemCls] = {}; core.status.hero.items[itemCls][itemId] = 0; } else if (!core.isset(core.status.hero.items[itemCls][itemId])) { core.status.hero.items[itemCls][itemId] = 0; } core.status.hero.items[itemCls][itemId] += itemNum; if (core.status.hero.items[itemCls][itemId] <= 0) { if (itemCls!='keys') delete core.status.hero.items[itemCls][itemId]; else core.status.hero.items[itemCls][itemId] = 0; } // 永久道具只能有一个 if (itemCls == 'constants' && core.status.hero.items[itemCls][itemId]>1) core.status.hero.items[itemCls][itemId] = 1; core.updateStatusBar(); } // ---------- 装备相关 ------------ // items.prototype.getEquipTypeById = function (equipId) { var type = core.material.items[equipId].equip.type; if (typeof type == 'string') type = this.getEquipTypeByName(type); return type; } items.prototype.getEquipTypeByName = function (name) { var names = core.status.globalAttribute.equipName; for (var i = 0; i < names.length; ++i) { if (names[i] === name && !core.isset((core.status.hero.equipment||[])[i])) { return i; } } return -1; } // 当前能否撞上某装备 items.prototype.canEquip = function (equipId, hint) { // 装备是否合法 var equip = core.material.items[equipId]||{}; if (!core.isset(equip.equip)) { if (hint) core.drawTip("不合法的装备!"); return false; } // 是否拥有该装备 if (!core.hasItem(equipId) && !core.hasEquip(equipId)) { if (hint) core.drawTip("你当前没有"+equip.name+",无法换装"); return false; } // 可装备条件 var condition = this.equipCondition[equipId]; if (core.isset(condition) && condition.length>0) { try { if (!eval(condition)) { if (hint) core.drawTip("当前不可换上"+equip.name); return false; } } catch (e) { console.log(e); return false; } } return true; } ////// 实际换装的效果 ////// items.prototype._loadEquipEffect = function (equipId, unloadEquipId, isPercentage) { // 比较能力值 var result = core.compareEquipment(equipId, unloadEquipId); if (isPercentage) { for (var v in result) core.addFlag('__'+v+'_buff__', result[v]/100); } else { for (var v in result) core.status.hero[v] += result[v]; } } items.prototype._realLoadEquip = function (type, loadId, unloadId, callback) { var loadEquip = core.material.items[loadId] || {}, unloadEquip = core.material.items[unloadId] || {}; if (!core.isset(loadEquip.equip)) loadEquip.equip = {}; if (!core.isset(unloadEquip.equip)) unloadEquip.equip = {}; var loadPercentage = loadEquip.equip.percentage, unloadPercentage = unloadEquip.equip.percentage; if (loadPercentage != null && unloadPercentage != null && loadPercentage != unloadPercentage) { this.unloadEquip(type); this.loadEquip(loadId); if (core.isset(callback)) callback(); return; } // --- 音效 core.playSound('equip.mp3'); // --- 实际换装 this._loadEquipEffect(loadId, unloadId, loadPercentage==null?unloadPercentage:loadPercentage); // --- 加减 if (loadId) core.removeItem(loadId); if (unloadId) core.addItem(unloadId); core.status.hero.equipment[type] = loadId||null; // --- 提示 if (loadId) core.drawTip("已装备上"+loadEquip.name, core.material.icons.items[loadId]); else if (unloadId) core.drawTip("已卸下"+unloadEquip.name, core.material.icons.items[unloadId]); if (core.isset(callback)) callback(); } ////// 换上 ////// items.prototype.loadEquip = function (equipId, callback) { if (!core.isset(core.status.hero)) return null; if (!core.isset(core.status.hero.equipment)) core.status.hero.equipment = []; if (!this.canEquip(equipId, true)) { if (core.isset(callback)) callback(); return; } var loadEquip = core.material.items[equipId] || {}; var type = this.getEquipTypeById(equipId); if (type < 0) { core.drawTip("当前没有"+loadEquip.equip.type+"的空位!"); if (core.isset(callback)) callback(); return; } this._realLoadEquip(type, equipId, core.status.hero.equipment[type], callback); } ////// 卸下 ////// items.prototype.unloadEquip = function (equipType, callback) { if (!core.isset(core.status.hero)) return null; if (!core.isset(core.status.hero.equipment)) core.status.hero.equipment = []; var unloadEquipId = core.status.hero.equipment[equipType]; if (!core.isset(unloadEquipId)) { if (core.isset(callback)) callback(); return; } this._realLoadEquip(equipType, null, unloadEquipId, callback); } 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; } 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; } return {"atk":compareAtk,"def":compareDef,"mdef":compareMdef}; } ////// 保存装备 ////// items.prototype.quickSaveEquip = function (index) { if (!core.isset(core.status.hero.equipment)) core.status.hero.equipment = []; var saveEquips = core.getFlag("saveEquips", []); saveEquips[index] = core.clone(core.status.hero.equipment); core.setFlag("saveEquips", saveEquips); core.drawTip("已保存"+index+"号套装"); } ////// 读取装备 ////// items.prototype.quickLoadEquip = function (index) { var current = core.getFlag("saveEquips", [])[index]; if (!core.isset(current)) { core.drawTip(index+"号套装不存在"); return; } // 检查所有的装备 var equipSize = core.status.globalAttribute.equipName.length; for (var i=0;i