items_296f5d02_12fd_4166_a7c1_b5e830c9ee3a = { "items" : { // 钥匙 'yellowKey': {'cls': 'keys', 'name': '黄钥匙'}, 'blueKey': {'cls': 'keys', 'name': '蓝钥匙'}, 'redKey': {'cls': 'keys', 'name': '红钥匙'}, // 宝石、血瓶 'redJewel': {'cls': 'items', 'name': '红宝石'}, 'blueJewel': {'cls': 'items', 'name': '蓝宝石'}, 'greenJewel': {'cls': 'items', 'name': '绿宝石'}, 'yellowJewel': {'cls': 'items', 'name': '黄宝石'}, 'redPotion': {'cls': 'items', 'name': '红血瓶'}, 'bluePotion': {'cls': 'items', 'name': '蓝血瓶'}, 'yellowPotion': {'cls': 'items', 'name': '黄血瓶'}, 'greenPotion': {'cls': 'items', 'name': '绿血瓶'}, 'sword1': {'cls': 'items', 'name': '铁剑', 'isEquipment': true}, 'sword2': {'cls': 'items', 'name': '银剑', 'isEquipment': true}, 'sword3': {'cls': 'items', 'name': '骑士剑', 'isEquipment': true}, 'sword4': {'cls': 'items', 'name': '圣剑', 'isEquipment': true}, 'sword5': {'cls': 'items', 'name': '神圣剑', 'isEquipment': true}, 'shield1': {'cls': 'items', 'name': '铁盾', 'isEquipment': true}, 'shield2': {'cls': 'items', 'name': '银盾', 'isEquipment': true}, 'shield3': {'cls': 'items', 'name': '骑士盾', 'isEquipment': true}, 'shield4': {'cls': 'items', 'name': '圣盾', 'isEquipment': true}, 'shield5': {'cls': 'items', 'name': '神圣盾', 'isEquipment': true}, 'superPotion': {'cls': 'items', 'name': '圣水'}, 'moneyPocket': {'cls': 'items', 'name': '金钱袋'}, // 物品 'sword0': {'cls': 'constants', 'name': '折断的剑', 'text': '没有任何作用的剑,相当于脱掉装备。'}, 'shield0': {'cls': 'constants', 'name': '残破的盾', 'text': '没有任何作用的盾,相当于脱掉装备。'}, 'book': {'cls': 'constants', 'name': '怪物手册', 'text': '可以查看当前楼层各怪物属性'}, 'fly': {'cls': 'constants', 'name': '楼层传送器', 'text': '可以自由往来去过的楼层'}, 'coin': {'cls': 'constants', 'name': '幸运金币', 'text': '持有时打败怪物可得双倍金币'}, 'snow': {'cls': 'constants', 'name': '冰冻徽章', 'text': '可以将四周的熔岩变成平地'}, 'cross': {'cls': 'constants', 'name': '十字架', 'text': '持有后无视怪物的无敌属性'}, 'knife': {'cls': 'constants', 'name': '屠龙匕首', 'text': '该道具尚未被定义'}, 'shoes': {'cls': 'constants', 'name': '绿鞋', 'text': '持有时无视负面地形'}, // 道具 'bigKey': {'cls': 'tools', 'name': '大黄门钥匙', 'text': '可以开启当前层所有黄门'}, 'greenKey': {'cls': 'tools', 'name': '绿钥匙', 'text': '可以打开一扇绿门'}, 'steelKey': {'cls': 'tools', 'name': '铁门钥匙', 'text': '可以打开一扇铁门'}, 'pickaxe': {'cls': 'tools', 'name': '破墙镐', 'text': '可以破坏勇士面前的墙'}, 'icePickaxe': {'cls': 'tools', 'name': '破冰镐', 'text': '可以破坏勇士面前的一堵冰墙'}, 'bomb': {'cls': 'tools', 'name': '炸弹', 'text': '可以炸掉勇士面前的怪物'}, 'centerFly': {'cls': 'tools', 'name': '中心对称飞行器', 'text': '可以飞向当前楼层中心对称的位置'}, 'upFly': {'cls': 'tools', 'name': '上楼器', 'text': '可以飞往楼上的相同位置'}, 'downFly': {'cls': 'tools', 'name': '下楼器', 'text': '可以飞往楼下的相同位置'}, 'earthquake': {'cls': 'tools', 'name': '地震卷轴', 'text': '可以破坏当前层的所有墙'}, 'poisonWine': {'cls': 'tools', 'name': '解毒药水', 'text': '可以解除中毒状态'}, 'weakWine': {'cls': 'tools', 'name': '解衰药水', 'text': '可以解除衰弱状态'}, 'curseWine': {'cls': 'tools', 'name': '解咒药水', 'text': '可以解除诅咒状态'}, 'superWine': {'cls': 'tools', 'name': '万能药水', 'text': '可以解除所有不良状态'}, 'hammer': {'cls': 'tools', 'name': '圣锤', 'text': '可以炸掉勇士面前的怪物'} }, "itemEffect" : { "redJewel":"core.status.hero.atk += core.values.redJewel * ratio", "blueJewel":"core.status.hero.def += core.values.blueJewel * ratio", "greenJewel":"core.status.hero.mdef += core.values.greenJewel * ratio", "yellowJewel":"core.status.hero.hp+=1000;core.status.hero.atk+=6;core.status.hero.def+=6;core.status.hero.mdef+=10;", // 黄宝石属性:需自己定义 "redPotion":"core.status.hero.hp += core.values.redPotion * ratio", "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", "sword1":"core.status.hero.atk += core.values.sword1", "sword2":"core.status.hero.atk += core.values.sword2", "sword3":"core.status.hero.atk += core.values.sword3", "sword4":"core.status.hero.atk += core.values.sword4", "sword5":"core.status.hero.atk += core.values.sword5", "shield1":"core.status.hero.def += core.values.shield1", "shield2":"core.status.hero.def += core.values.shield2", "shield3":"core.status.hero.def += core.values.shield3", "shield4":"core.status.hero.def += core.values.shield4", "shield5":"core.status.hero.def += core.values.shield5", "bigKey":"core.status.hero.items.keys.yellowKey++;core.status.hero.items.keys.blueKey++;core.status.hero.items.keys.redKey++;", // 只有是钥匙盒才会执行这一步 "superPotion":"core.status.hero.hp *= 2", "moneyPocket":"core.status.hero.money += core.values.moneyPocket", }, "itemEffectTip" : { "redJewel":"',攻击+'+core.values.redJewel * ratio", "blueJewel":"',防御+'+core.values.blueJewel * ratio", "greenJewel":"',魔防+'+core.values.greenJewel * ratio", "yellowJewel":"',全属性提升'", "redPotion":"',生命+'+core.values.redPotion * ratio", "bluePotion":"',生命+'+core.values.bluePotion * ratio", "yellowPotion":"',生命+'+core.values.yellowPotion * ratio", "greenPotion":"',生命+'+core.values.greenPotion * ratio", "sword1":"',攻击+'+core.values.sword1", "sword2":"',攻击+'+core.values.sword2", "sword3":"',攻击+'+core.values.sword3", "sword4":"',攻击+'+core.values.sword4", "sword5":"',攻击+'+core.values.sword5", "shield1":"',防御+'+core.values.shield1", "shield2":"',防御+'+core.values.shield2", "shield3":"',防御+'+core.values.shield3", "shield4":"',防御+'+core.values.shield4", "shield5":"',防御+'+core.values.shield5", "bigKey":"',全钥匙+1'", "superPotion":"',生命值翻倍'", "moneyPocket":"',金币+'+core.values.moneyPocket", }, "useItemEffect": { "book": "core.ui.drawBook(0);", "fly": "core.ui.drawFly(core.status.hero.flyRange.indexOf(core.status.floorId));", "earthquake": "core.removeBlockByIds(core.status.floorId, core.status.event.data);\ncore.drawMap(core.status.floorId, function () {\n core.drawHero(core.getHeroLoc('direction'), core.getHeroLoc('x'), core.getHeroLoc('y'), 'stop');\n core.updateFg();\n core.drawTip(core.material.items[itemId].name + '使用成功');\n});", "pickaxe": "core.removeBlockByIds(core.status.floorId, core.status.event.data);\ncore.drawMap(core.status.floorId, function () {\n core.drawHero(core.getHeroLoc('direction'), core.getHeroLoc('x'), core.getHeroLoc('y'), 'stop');\n core.updateFg();\n core.drawTip(core.material.items[itemId].name + '使用成功');\n});", "icePickaxe": "core.removeBlockByIds(core.status.floorId, core.status.event.data);\ncore.drawMap(core.status.floorId, function () {\n core.drawHero(core.getHeroLoc('direction'), core.getHeroLoc('x'), core.getHeroLoc('y'), 'stop');\n core.updateFg();\n core.drawTip(core.material.items[itemId].name + '使用成功');\n});", "snow": "core.removeBlockByIds(core.status.floorId, core.status.event.data);\ncore.drawMap(core.status.floorId, function () {\n core.drawHero(core.getHeroLoc('direction'), core.getHeroLoc('x'), core.getHeroLoc('y'), 'stop');\n core.updateFg();\n core.drawTip(core.material.items[itemId].name + '使用成功');\n});", "bigKey": "core.removeBlockByIds(core.status.floorId, core.status.event.data);\ncore.drawMap(core.status.floorId, function () {\n core.drawHero(core.getHeroLoc('direction'), core.getHeroLoc('x'), core.getHeroLoc('y'), 'stop');\n core.updateFg();\n core.drawTip(core.material.items[itemId].name + '使用成功');\n});", "bomb": "core.removeBlockByIds(core.status.floorId, core.status.event.data);\ncore.drawMap(core.status.floorId, function () {\n core.drawHero(core.getHeroLoc('direction'), core.getHeroLoc('x'), core.getHeroLoc('y'), 'stop');\n core.updateFg();\n core.drawTip(core.material.items[itemId].name + '使用成功');\n core.events.afterUseBomb();\n});", "hammer": "core.removeBlockByIds(core.status.floorId, core.status.event.data);\ncore.drawMap(core.status.floorId, function () {\n core.drawHero(core.getHeroLoc('direction'), core.getHeroLoc('x'), core.getHeroLoc('y'), 'stop');\n core.updateFg();\n core.drawTip(core.material.items[itemId].name + '使用成功');\n core.events.afterUseBomb();\n});", "centerFly": "core.clearMap('hero', 0, 0, 416, 416);\ncore.setHeroLoc('x', core.status.event.data.x);\ncore.setHeroLoc('y', core.status.event.data.y);\ncore.drawHero(core.getHeroLoc('direction'), core.getHeroLoc('x'), core.getHeroLoc('y'), 'stop');\ncore.drawTip(core.material.items[itemId].name + '使用成功');", "upFly": "var loc = {'direction': core.status.hero.loc.direction, 'x': core.status.event.data.x, 'y': core.status.event.data.y};\ncore.changeFloor(core.status.event.data.id, null, loc, null, function (){\n core.drawTip(core.material.items[itemId].name + '使用成功');\n core.replay();\n});", "downFly": "var loc = {'direction': core.status.hero.loc.direction, 'x': core.status.event.data.x, 'y': core.status.event.data.y};\ncore.changeFloor(core.status.event.data.id, null, loc, null, function (){\n core.drawTip(core.material.items[itemId].name + '使用成功');\n core.replay();\n});", "poisonWine": "core.setFlag('poison', false);", "weakWine": "core.setFlag('weak', false);\ncore.status.hero.atk += core.values.weakValue;\ncore.status.hero.def += core.values.weakValue;", "curseWine": "core.setFlag('curse', false);", "superWine": "core.setFlag('poison', false);\nif (core.hasFlag('weak')) {\n core.setFlag('weak', false);\n core.status.hero.atk += core.values.weakValue;\n core.status.hero.def += core.values.weakValue;\n}\ncore.setFlag('curse', false);", "sword0": "core.plugin.useEquipment(itemId)", "sword1": "core.plugin.useEquipment(itemId)", "sword2": "core.plugin.useEquipment(itemId)", "sword3": "core.plugin.useEquipment(itemId)", "sword4": "core.plugin.useEquipment(itemId)", "sword5": "core.plugin.useEquipment(itemId)", "shield0": "core.plugin.useEquipment(itemId)", "shield1": "core.plugin.useEquipment(itemId)", "shield2": "core.plugin.useEquipment(itemId)", "shield3": "core.plugin.useEquipment(itemId)", "shield4": "core.plugin.useEquipment(itemId)", "shield5": "core.plugin.useEquipment(itemId)", }, "canUseItemEffect": { "book": "true", "fly": "core.status.hero.flyRange.indexOf(core.status.floorId)>=0", "pickaxe": "var able=false;\nvar ids = [];\nfor (var i in core.status.thisMap.blocks) {\n var block = core.status.thisMap.blocks[i];\n if (core.isset(block.event) && !(core.isset(block.enable) && !block.enable) &&\n (block.event.id == 'yellowWall' || block.event.id=='whiteWall' || block.event.id=='blueWall')) // 能破哪些墙\n {\n // 四个方向\n if (core.flags.pickaxeFourDirections) {\n if (Math.abs(block.x-core.status.hero.loc.x)+Math.abs(block.y-core.status.hero.loc.y)<=1) {\n ids.push(i);\n }\n }\n else {\n if (block.x == core.nextX() && block.y == core.nextY()) {\n ids.push(i);\n }\n }\n }\n}\nif (ids.length>0) {\n core.status.event.data = ids;\n able=true;\n}\nable", "icePickaxe": "var able=false;\nfor (var i in core.status.thisMap.blocks) {\n var block = core.status.thisMap.blocks[i];\n if (core.isset(block.event) && !(core.isset(block.enable) && !block.enable) && block.x==core.nextX() && block.y==core.nextY() && block.event.id=='ice') {\n core.status.event.data = [i];\n able=true;\n }\n}\nable", "bomb": "var able=false;\nvar ids = [];\nfor (var i in core.status.thisMap.blocks) {\n var block = core.status.thisMap.blocks[i];\n if (core.isset(block.event) && !(core.isset(block.enable) && !block.enable) && block.event.cls.indexOf('enemy')==0 && Math.abs(block.x-core.status.hero.loc.x)+Math.abs(block.y-core.status.hero.loc.y)<=1) {\n var enemy = core.material.enemys[block.event.id];\n if ((core.isset(enemy.bomb) && !enemy.bomb) || (core.isset(enemy.notBomb) && enemy.notBomb)) continue;\n if (core.flags.bombFourDirections || (block.x==core.nextX() && block.y==core.nextY()))\n ids.push(i);\n }\n}\nif (ids.length>0) {\n core.status.event.data = ids;\n able=true;\n}\nable", "hammer": "var able=false;\nfor (var i in core.status.thisMap.blocks) {\n var block = core.status.thisMap.blocks[i];\n if (core.isset(block.event) && !(core.isset(block.enable) && !block.enable) && block.event.cls.indexOf('enemy')==0 && block.x==core.nextX() && block.y==core.nextY()) {\n var enemy = core.material.enemys[block.event.id];\n ((core.isset(enemy.bomb) && !enemy.bomb) || (core.isset(enemy.notBomb) && enemy.notBomb)) continue;\n core.status.event.data = [i];\n able=true;\n }\n}\nable", "earthquake": "var able=false;\nvar ids = [];\nfor (var i in core.status.thisMap.blocks) {\n var block = core.status.thisMap.blocks[i];\n if (core.isset(block.event) && !(core.isset(block.enable) && !block.enable) && (block.event.id == 'yellowWall' || block.event.id == 'blueWall' || block.event.id == 'whiteWall')) // 能炸的墙壁\n ids.push(i);\n}\nif (ids.length>0) {\n core.status.event.data = ids;\n able=true;\n}\nable", "centerFly": "var able=false;\nvar toX = 12 - core.getHeroLoc('x'), toY = 12-core.getHeroLoc('y');\nvar block = core.getBlock(toX, toY);\nif (block==null) {\n core.status.event.data = {'x': toX, 'y': toY};\n able = true;\n}\nable", "upFly": "var able=false;\nvar floorId = core.status.floorId, index = core.floorIds.indexOf(floorId);\nif (index0) {\n\tvar toId = core.floorIds[index-1], toX = core.getHeroLoc('x'), toY = core.getHeroLoc('y');\n\tif (core.getBlock(toX, toY, toId)==null) {\n\t\tcore.status.event.data = {'id': toId, 'x': toX, 'y': toY};\n\t\table=true;\n\t}\n}\nable", "snow": "var able=false;\nvar ids = [];\nfor (var i in core.status.thisMap.blocks) {\n var block = core.status.thisMap.blocks[i];\n if (core.isset(block.event) && !(core.isset(block.enable) && !block.enable) && block.event.id == 'lava' && Math.abs(block.x-core.status.hero.loc.x)+Math.abs(block.y-core.status.hero.loc.y)<=1) {\n ids.push(i);\n }\n}\nif (ids.length>0) {\n core.status.event.data = ids;\n able=true;\n}\nable", "bigKey": "var able=false;\nvar ids = [];\nfor (var i in core.status.thisMap.blocks) {\n var block = core.status.thisMap.blocks[i];\n if (core.isset(block.event) && !(core.isset(block.enable) && !block.enable) && block.event.id == 'yellowDoor') {\n ids.push(i);\n }\n}\nif (ids.length>0) {\n core.status.event.data = ids;\n able=true;\n}\nable", "poisonWine": "core.hasFlag('poison')", "weakWine": "core.hasFlag('weak')", "curseWine": "core.hasFlag('curse')", "superWine": "core.hasFlag('poison') || core.hasFlag('weak') || core.hasFlag('curse')", "sword0": "true", "sword1": "true", "sword2": "true", "sword3": "true", "sword4": "true", "sword5": "true", "shield0": "true", "shield1": "true", "shield2": "true", "shield3": "true", "shield4": "true", "shiled5": "true", } }