325 lines
19 KiB
JavaScript
325 lines
19 KiB
JavaScript
function enemys() {
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}
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////// 初始化 //////
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enemys.prototype.init = function () {
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// 怪物属性初始化定义:
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this.enemys = {
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'greenSlime': {'name': '绿头怪', 'hp': 100, 'atk': 120, 'def': 0, 'money': 1, 'experience': 1, 'special': [1,5,7,8]},
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'redSlime': {'name': '红头怪', 'hp': 0, 'atk': 0, 'def': 0, 'money': 0, 'experience': 0, 'special': 0},
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'blackSlime': {'name': '青头怪', 'hp': 0, 'atk': 0, 'def': 0, 'money': 0, 'experience': 0, 'special': 0},
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'slimelord': {'name': '怪王', 'hp': 100, 'atk': 120, 'def': 0, 'money': 10, 'experience': 0, 'special': [1,9]},
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'bat': {'name': '小蝙蝠', 'hp': 100, 'atk': 120, 'def': 0, 'money': 2, 'experience': 0, 'special': 1},
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'bigBat': {'name': '大蝙蝠', 'hp': 0, 'atk': 0, 'def': 0, 'money': 0, 'experience': 0, 'special': 0},
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'redBat': {'name': '红蝙蝠', 'hp': 100, 'atk': 120, 'def': 0, 'money': 5, 'experience': 0, 'special': 4},
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'vampire': {'name': '冥灵魔王', 'hp': 0, 'atk': 0, 'def': 0, 'money': 0, 'experience': 0, 'special': 0},
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'skeleton': {'name': '骷髅人', 'hp': 0, 'atk': 0, 'def': 0, 'money': 0, 'experience': 0, 'special': 0},
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'skeletonSoilder': {'name': '骷髅士兵', 'hp': 0, 'atk': 0, 'def': 0, 'money': 0, 'experience': 0, 'special': 0},
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'skeletonCaptain': {'name': '骷髅队长', 'hp': 0, 'atk': 0, 'def': 0, 'money': 0, 'experience': 0, 'special': 0},
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'ghostSkeleton': {'name': '冥队长', 'hp': 100, 'atk': 120, 'def': 0, 'money': 8, 'experience': 0, 'special': 7},
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'zombie': {'name': '兽人', 'hp': 0, 'atk': 0, 'def': 0, 'money': 0, 'experience': 0, 'special': 0},
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'zombieKnight': {'name': '兽人武士', 'hp': 0, 'atk': 0, 'def': 0, 'money': 0, 'experience': 0, 'special': 0},
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'rock': {'name': '石头人', 'hp': 100, 'atk': 120, 'def': 0, 'money': 4, 'experience': 0, 'special': 3},
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'slimeMan': {'name': '影子战士', 'hp': 100, 'atk': 0, 'def': 0, 'money': 11, 'experience': 0, 'special': 10}, // 模仿怪的攻防设为0就好
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'bluePriest': {'name': '初级法师', 'hp': 100, 'atk': 120, 'def': 0, 'money': 3, 'experience': 0, 'special': 2, 'point': 1}, // 'point'可以在打败怪物后进行加点,详见文档说明。
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'redPriest': {'name': '高级法师', 'hp': 0, 'atk': 0, 'def': 0, 'money': 0, 'experience': 0, 'special': 0},
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'brownWizard': {'name': '初级巫师', 'hp': 100, 'atk': 120, 'def': 0, 'money': 16, 'experience': 0, 'special': 15, 'value': 100, 'range': 2}, // 领域怪需要加value表示领域伤害的数值;range可选,代表领域伤害的范围;不加默认为1
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'redWizard': {'name': '高级巫师', 'hp': 1000, 'atk': 1200, 'def': 0, 'money': 160, 'experience': 0, 'special': 15, 'value': 200, 'zoneSquare': true}, // zoneSquare可选,代表是否九宫格伤害,true为是九宫格伤害,false或不设置为十字伤害
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'yellowGuard': {'name': '初级卫兵', 'hp': 100, 'atk': 120, 'def': 0, 'money': 10, 'experience': 0, 'special': 0},
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'blueGuard': {'name': '中级卫兵', 'hp': 0, 'atk': 0, 'def': 0, 'money': 0, 'experience': 0, 'special': 0},
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'redGuard': {'name': '高级卫兵', 'hp': 0, 'atk': 0, 'def': 0, 'money': 0, 'experience': 0, 'special': 0},
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'swordsman': {'name': '双手剑士', 'hp': 100, 'atk': 120, 'def': 0, 'money': 6, 'experience': 0, 'special': 5},
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'soldier': {'name': '冥战士', 'hp': 0, 'atk': 0, 'def': 0, 'money': 0, 'experience': 0, 'special': 0},
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'yellowKnight': {'name': '金骑士', 'hp': 0, 'atk': 0, 'def': 0, 'money': 0, 'experience': 0, 'special': 0},
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'redKnight': {'name': '红骑士', 'hp': 0, 'atk': 0, 'def': 0, 'money': 0, 'experience': 0, 'special': 0},
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'darkKnight': {'name': '黑骑士', 'hp': 0, 'atk': 0, 'def': 0, 'money': 0, 'experience': 0, 'special': 0},
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'blackKing': {'name': '黑衣魔王', 'hp': 1000, 'atk': 500, 'def': 0, 'money': 1000, 'experience': 1000, 'special': 0, 'bomb': false}, // 加入 'bomb': false 代表该怪物不可被炸弹或圣锤炸掉
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'yellowKing': {'name': '黄衣魔王', 'hp': 0, 'atk': 0, 'def': 0, 'money': 0, 'experience': 0, 'special': 0},
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'greenKing': {'name': '青衣武士', 'hp': 0, 'atk': 0, 'def': 0, 'money': 0, 'experience': 0, 'special': 0},
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'blueKnight': {'name': '蓝骑士', 'hp': 100, 'atk': 120, 'def': 0, 'money': 9, 'experience': 0, 'special': 8},
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'goldSlime': {'name': '黄头怪', 'hp': 0, 'atk': 0, 'def': 0, 'money': 0, 'experience': 0, 'special': 0},
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'poisonSkeleton': {'name': '紫骷髅', 'hp': 0, 'atk': 0, 'def': 0, 'money': 0, 'experience': 0, 'special': 0},
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'poisonBat': {'name': '紫蝙蝠', 'hp': 100, 'atk': 120, 'def': 0, 'money': 14, 'experience': 0, 'special': 13},
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'steelRock': {'name': '铁面人', 'hp': 0, 'atk': 0, 'def': 0, 'money': 0, 'experience': 0, 'special': 0},
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'skeletonPriest': {'name': '骷髅法师', 'hp': 100, 'atk': 100, 'def': 0, 'money': 0, 'experience': 0, 'special': 18, 'value': 20},
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'skeletonKing': {'name': '骷髅王', 'hp': 0, 'atk': 0, 'def': 0, 'money': 0, 'experience': 0, 'special': 0},
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'skeletonWizard': {'name': '骷髅巫师', 'hp': 0, 'atk': 0, 'def': 0, 'money': 0, 'experience': 0, 'special': 0},
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'redSkeletonCaption': {'name': '骷髅武士', 'hp': 0, 'atk': 0, 'def': 0, 'money': 0, 'special': 0},
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'badHero': {'name': '迷失勇者', 'hp': 0, 'atk': 0, 'def': 0, 'money': 0, 'experience': 0, 'special': 0},
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'demon': {'name': '魔神武士', 'hp': 0, 'atk': 0, 'def': 0, 'money': 0, 'experience': 0, 'special': 0},
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'demonPriest': {'name': '魔神法师', 'hp': 0, 'atk': 0, 'def': 0, 'money': 0, 'experience': 0, 'special': 0},
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'goldHornSlime': {'name': '金角怪', 'hp': 0, 'atk': 0, 'def': 0, 'money': 0, 'experience': 0, 'special': 0},
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'redKing': {'name': '红衣魔王', 'hp': 0, 'atk': 0, 'def': 0, 'money': 0, 'experience': 0, 'special': 0},
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'whiteKing': {'name': '白衣武士', 'hp': 100, 'atk': 120, 'def': 0, 'money': 17, 'experience': 0, 'special': 16},
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'blackMagician': {'name': '黑暗大法师', 'hp': 100, 'atk': 120, 'def': 0, 'money': 12, 'experience': 0, 'special': 11, 'value': 1/3, 'bomb': false}, // 吸血怪需要在后面添加value代表吸血比例
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'silverSlime': {'name': '银头怪', 'hp': 100, 'atk': 120, 'def': 0, 'money': 15, 'experience': 0, 'special': 14},
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'swordEmperor': {'name': '剑圣', 'hp': 0, 'atk': 0, 'def': 0, 'money': 0, 'experience': 0, 'special': 0},
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'whiteHornSlime': {'name': '尖角怪', 'hp': 0, 'atk': 0, 'def': 0, 'money': 0, 'experience': 0, 'special': 0},
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'badPrincess': {'name': '痛苦魔女', 'hp': 0, 'atk': 0, 'def': 0, 'money': 0, 'experience': 0, 'special': 0},
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'badFairy': {'name': '黑暗仙子', 'hp': 0, 'atk': 0, 'def': 0, 'money': 0, 'experience': 0, 'special': 0},
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'grayPriest': {'name': '中级法师', 'hp': 0, 'atk': 0, 'def': 0, 'money': 0, 'experience': 0, 'special': 0},
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'redSwordsman': {'name': '剑王', 'hp': 100, 'atk': 120, 'def': 0, 'money': 7, 'experience': 0, 'special': 6, 'n': 8}, // 多连击需要在后面指定n代表是几连击
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'whiteGhost': {'name': '水银战士', 'hp': 0, 'atk': 0, 'def': 0, 'money': 0, 'experience': 0, 'special': 0},
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'poisonZombie': {'name': '绿兽人', 'hp': 100, 'atk': 120, 'def': 0, 'money': 13, 'experience': 0, 'special': 12},
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'magicDragon': {'name': '魔龙', 'hp': 0, 'atk': 0, 'def': 0, 'money': 0, 'experience': 0, 'special': 0},
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'octopus': {'name': '血影', 'hp': 0, 'atk': 0, 'def': 0, 'money': 0, 'experience': 0, 'special': 0},
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'darkFairy': {'name': '仙子', 'hp': 0, 'atk': 0, 'def': 0, 'money': 0, 'experience': 0, 'special': 0},
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'greenKnight': {'name': '强盾骑士', 'hp': 0, 'atk': 0, 'def': 0, 'money': 0, 'experience': 0, 'special': 0},
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}
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}
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////// 获得一个或所有怪物数据 //////
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enemys.prototype.getEnemys = function (enemyId) {
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if (!core.isset(enemyId)) {
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return this.enemys;
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}
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return this.enemys[enemyId];
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}
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////// 判断是否含有某特殊属性 //////
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enemys.prototype.hasSpecial = function (special, test) {
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if (special instanceof Array) {
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return special.indexOf(test)>=0;
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}
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if (typeof special == 'number') {
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return special!=0 && (special%100==test||this.hasSpecial(parseInt(special/100), test));
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}
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return false;
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}
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////// 获得所有特殊属性的名称 //////
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enemys.prototype.getSpecialText = function (enemyId) {
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if (enemyId == undefined) return "";
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var enemy = this.enemys[enemyId];
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var special = enemy.special;
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var text = [];
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if (this.hasSpecial(special, 1)) text.push("先攻");
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if (this.hasSpecial(special, 2)) text.push("魔攻");
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if (this.hasSpecial(special, 3)) text.push("坚固");
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if (this.hasSpecial(special, 4)) text.push("2连击");
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if (this.hasSpecial(special, 5)) text.push("3连击");
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if (this.hasSpecial(special, 6)) text.push((enemy.n||4)+"连击");
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if (this.hasSpecial(special, 7)) text.push("破甲");
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if (this.hasSpecial(special, 8)) text.push("反击");
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if (this.hasSpecial(special, 9)) text.push("净化");
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if (this.hasSpecial(special, 10)) text.push("模仿");
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if (this.hasSpecial(special, 11)) text.push("吸血");
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if (this.hasSpecial(special, 12)) text.push("中毒");
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if (this.hasSpecial(special, 13)) text.push("衰弱");
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if (this.hasSpecial(special, 14)) text.push("诅咒");
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if (this.hasSpecial(special, 15)) text.push("领域");
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if (this.hasSpecial(special, 16)) text.push("夹击");
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if (this.hasSpecial(special, 17)) text.push("仇恨");
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if (this.hasSpecial(special, 18)) text.push("阻击");
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if (this.hasSpecial(special, 19)) text.push("自爆");
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if (this.hasSpecial(special, 20)) text.push("无敌");
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return text;
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}
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////// 获得每个特殊属性的说明 //////
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enemys.prototype.getSpecialHint = function (enemy, special) {
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if (!core.isset(special)) {
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var hints = [];
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for (var i=1;i<100;i++) {
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if (this.hasSpecial(enemy.special, i)) {
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var hint=this.getSpecialHint(enemy, i);
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if (hint!='')
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hints.push(hint);
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}
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}
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return hints;
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}
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switch (special) {
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case 1: return "先攻:怪物首先攻击";
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case 2: return "魔攻:怪物无视勇士的防御";
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case 3: return "坚固:勇士每回合最多只能对怪物造成1点伤害";
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case 4: return "2连击:怪物每回合攻击2次";
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case 5: return "3连击:怪物每回合攻击3次";
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case 6: return (enemy.n||4)+"连击: 怪物每回合攻击"+(enemy.n||4)+"次";
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case 7: return "破甲:战斗前,怪物附加角色防御的"+parseInt(100*core.values.breakArmor)+"%作为伤害";
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case 8: return "反击:战斗时,怪物每回合附加角色攻击的"+parseInt(100*core.values.counterAttack)+"%作为伤害,无视角色防御";
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case 9: return "净化:战斗前,怪物附加勇士魔防的"+core.values.purify+"倍作为伤害";
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case 10: return "模仿:怪物的攻防和勇士攻防相等";
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case 11: return "吸血:战斗前,怪物首先吸取角色的"+parseInt(100*enemy.value)+"%生命作为伤害";
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case 12: return "中毒:战斗后,勇士陷入中毒状态,每一步损失生命"+core.values.poisonDamage+"点";
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case 13: return "衰弱:战斗后,勇士陷入衰弱状态,攻防暂时下降"+core.values.weakValue+"点";
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case 14: return "诅咒:战斗后,勇士陷入诅咒状态,战斗无法获得金币和经验";
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case 15: return "领域:经过怪物周围"+(enemy.range||1)+"格时自动减生命"+enemy.value+"点";
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case 16: return "夹击:经过两只相同的怪物中间,勇士生命值变成一半";
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case 17: return "仇恨:战斗前,怪物附加之前积累的仇恨值作为伤害"+(core.flags.hatredDecrease?";战斗后,释放一半的仇恨值":"")+"。(每杀死一个怪物获得"+core.values.hatred+"点仇恨值)";
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case 18: return "阻击:经过怪物的十字领域时自动减生命"+enemy.value+"点,同时怪物后退一格";
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case 19: return "自爆:战斗后勇士的生命值变成1";
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case 20: return "无敌:勇士无法打败怪物,除非拥有十字架";
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default: break;
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}
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return ""
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}
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////// 获得某个怪物的伤害 //////
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enemys.prototype.getDamage = function (monsterId) {
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var monster = core.material.enemys[monsterId];
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var hero_atk = core.status.hero.atk, hero_def = core.status.hero.def, hero_mdef = core.status.hero.mdef;
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var mon_hp = monster.hp, mon_atk = monster.atk, mon_def = monster.def, mon_special = monster.special;
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var damage = this.calDamage(hero_atk, hero_def, hero_mdef, mon_hp, mon_atk, mon_def, mon_special, monster.n);
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if (damage == 999999999) return damage;
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return damage + this.getExtraDamage(monster);
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}
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////// 获得某个怪物的额外伤害 //////
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enemys.prototype.getExtraDamage = function (monster) {
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var extra_damage = 0;
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if (this.hasSpecial(monster.special, 11)) { // 吸血
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// 吸血的比例
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extra_damage = core.status.hero.hp * monster.value;
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extra_damage = parseInt(extra_damage);
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}
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if (this.hasSpecial(monster.special, 17)) { // 仇恨
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extra_damage += core.getFlag('hatred', 0);
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}
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return extra_damage;
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}
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////// 临界值计算 //////
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enemys.prototype.getCritical = function (monsterId) {
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var monster = core.material.enemys[monsterId];
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if (this.hasSpecial(monster.special, 3) || this.hasSpecial(monster.special, 10)) return "???";
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var last = this.calDamage(core.status.hero.atk, core.status.hero.def, core.status.hero.mdef,
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monster.hp, monster.atk, monster.def, monster.special, monster.n);
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if (last <= 0) return 0;
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for (var i = core.status.hero.atk + 1; i <= monster.hp + monster.def; i++) {
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var damage = this.calDamage(i, core.status.hero.def, core.status.hero.mdef,
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monster.hp, monster.atk, monster.def, monster.special, monster.n);
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if (damage < last)
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return i - core.status.hero.atk;
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last = damage;
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}
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return 0;
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}
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////// 临界减伤计算 //////
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enemys.prototype.getCriticalDamage = function (monsterId) {
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var c = this.getCritical(monsterId);
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if (c == '???') return '???';
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if (c <= 0) return 0;
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var monster = core.material.enemys[monsterId];
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var last = this.calDamage(core.status.hero.atk, core.status.hero.def, core.status.hero.mdef,
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monster.hp, monster.atk, monster.def, monster.special, monster.n);
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if (last == 999999999) return '???';
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return last - this.calDamage(core.status.hero.atk + c, core.status.hero.def, core.status.hero.mdef,
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monster.hp, monster.atk, monster.def, monster.special, monster.n);
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}
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////// 1防减伤计算 //////
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enemys.prototype.getDefDamage = function (monsterId) {
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var monster = core.material.enemys[monsterId];
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var nowDamage = this.calDamage(core.status.hero.atk, core.status.hero.def, core.status.hero.mdef,
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monster.hp, monster.atk, monster.def, monster.special, monster.n);
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var nextDamage = this.calDamage(core.status.hero.atk, core.status.hero.def + 1, core.status.hero.mdef,
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monster.hp, monster.atk, monster.def, monster.special, monster.n);
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if (nowDamage == 999999999 || nextDamage == 999999999) return "???";
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return nowDamage - nextDamage;
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}
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////// 具体的伤害计算公式 //////
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enemys.prototype.calDamage = function (hero_atk, hero_def, hero_mdef, mon_hp, mon_atk, mon_def, mon_special, n) {
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if (this.hasSpecial(mon_special, 20) && !core.hasItem("cross")) // 如果是无敌属性,且勇士未持有十字架
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return 999999999; // 返回无限大
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// 模仿
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if (this.hasSpecial(mon_special,10)) {
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mon_atk = hero_atk;
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mon_def = hero_def;
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}
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// 魔攻
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if (this.hasSpecial(mon_special,2)) hero_def = 0;
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// 坚固
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if (this.hasSpecial(mon_special,3) && mon_def < hero_atk - 1) mon_def = hero_atk - 1;
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if (hero_atk <= mon_def) return 999999999; // 不可战斗时请直接返回999999999
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var per_damage = mon_atk - hero_def;
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if (per_damage < 0) per_damage = 0;
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// 2连击 & 3连击
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if (this.hasSpecial(mon_special, 4)) per_damage *= 2;
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if (this.hasSpecial(mon_special, 5)) per_damage *= 3;
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if (this.hasSpecial(mon_special, 6)) per_damage *= (n||4);
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||
|
||
var counterDamage = 0;
|
||
// 反击
|
||
if (this.hasSpecial(mon_special, 8)) counterDamage += parseInt(core.values.counterAttack * hero_atk);
|
||
|
||
// 先攻
|
||
var damage = this.hasSpecial(mon_special, 1) ? per_damage : 0;
|
||
// 破甲
|
||
if (this.hasSpecial(mon_special, 7)) damage += parseInt(core.values.breakArmor * hero_def);
|
||
// 净化
|
||
if (this.hasSpecial(mon_special, 9)) damage += core.values.purify * hero_mdef;
|
||
|
||
var turn = parseInt((mon_hp - 1) / (hero_atk - mon_def));
|
||
var ans = damage + turn * per_damage + (turn + 1) * counterDamage;
|
||
ans -= hero_mdef;
|
||
|
||
return core.flags.enableNegativeDamage?ans:Math.max(0, ans);
|
||
}
|
||
|
||
////// 获得当前楼层的怪物列表 //////
|
||
enemys.prototype.getCurrentEnemys = function () {
|
||
var enemys = [];
|
||
var used = {};
|
||
var mapBlocks = core.status.thisMap.blocks;
|
||
for (var b = 0; b < mapBlocks.length; b++) {
|
||
if (core.isset(mapBlocks[b].event) && !(core.isset(mapBlocks[b].enable) && !mapBlocks[b].enable) && mapBlocks[b].event.cls == 'enemys') {
|
||
var monsterId = mapBlocks[b].event.id;
|
||
if (core.isset(used[monsterId])) continue;
|
||
|
||
var monster = core.material.enemys[monsterId];
|
||
var mon_atk = monster.atk, mon_def = monster.def;
|
||
// 坚固
|
||
if (this.hasSpecial(monster.special, 3) && mon_def < core.status.hero.atk - 1)
|
||
mon_def = core.status.hero.atk - 1;
|
||
if (this.hasSpecial(monster.special, 10)) {
|
||
mon_atk=core.status.hero.atk;
|
||
mon_def=core.status.hero.def;
|
||
}
|
||
|
||
var specialText = core.enemys.getSpecialText(monsterId);
|
||
if (specialText.length>=3) specialText = "多属性...";
|
||
else specialText = specialText.join(" ");
|
||
|
||
enemys.push({
|
||
'id': monsterId,
|
||
'name': monster.name,
|
||
'hp': monster.hp,
|
||
'atk': mon_atk,
|
||
'def': mon_def,
|
||
'money': monster.money,
|
||
'experience': monster.experience,
|
||
'special': specialText,
|
||
'damage': this.getDamage(monsterId),
|
||
'critical': this.getCritical(monsterId),
|
||
'criticalDamage': this.getCriticalDamage(monsterId),
|
||
'defDamage': this.getDefDamage(monsterId)
|
||
});
|
||
|
||
used[monsterId] = true;
|
||
}
|
||
}
|
||
|
||
enemys.sort(function (a, b) {
|
||
if (a.damage == b.damage) {
|
||
return a.money - b.money;
|
||
}
|
||
return a.damage - b.damage;
|
||
});
|
||
return enemys;
|
||
}
|
||
|
||
main.instance.enemys = new enemys(); |