309 lines
10 KiB
JavaScript
309 lines
10 KiB
JavaScript
function items() {
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this.init();
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}
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////// 初始化 //////
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items.prototype.init = function () {
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this.items = items_296f5d02_12fd_4166_a7c1_b5e830c9ee3a.items;
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this.itemEffect = items_296f5d02_12fd_4166_a7c1_b5e830c9ee3a.itemEffect;
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this.itemEffectTip = items_296f5d02_12fd_4166_a7c1_b5e830c9ee3a.itemEffectTip;
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this.useItemEffect = items_296f5d02_12fd_4166_a7c1_b5e830c9ee3a.useItemEffect;
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this.canUseItemEffect = items_296f5d02_12fd_4166_a7c1_b5e830c9ee3a.canUseItemEffect;
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//delete(items_296f5d02_12fd_4166_a7c1_b5e830c9ee3a);
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}
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////// 获得所有道具 //////
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items.prototype.getItems = function () {
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return this.items;
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}
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////// “即捡即用类”道具的使用效果 //////
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items.prototype.getItemEffect = function(itemId, itemNum) {
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var itemCls = core.material.items[itemId].cls;
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// 消耗品
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if (itemCls === 'items') {
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var ratio = parseInt(core.status.thisMap.item_ratio) || 1;
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var curr_hp = core.status.hero.hp;
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if (itemId in this.itemEffect)eval(this.itemEffect[itemId]);
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core.status.hero.statistics.hp += core.status.hero.hp - curr_hp;
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}
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else {
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core.addItem(itemId, itemNum);
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}
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}
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////// “即捡即用类”道具的文字提示 //////
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items.prototype.getItemEffectTip = function(itemId) {
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var itemCls = core.material.items[itemId].cls;
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// 消耗品
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if (itemCls === 'items') {
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var ratio = parseInt(core.status.thisMap.item_ratio) || 1;
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if (itemId in this.itemEffectTip) return eval(this.itemEffectTip[itemId])||"";
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}
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return "";
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}
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////// 使用道具 //////
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items.prototype.useItem = function (itemId, callback) {
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if (!this.canUseItem(itemId)) {
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if (core.isset(callback)) callback();
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return;
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}
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var itemCls = core.material.items[itemId].cls;
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if (itemId in this.useItemEffect) {
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eval(this.useItemEffect[itemId]);
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}
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// 记录路线
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if (itemId!='book' && itemId!='fly') {
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core.status.route.push("item:"+itemId);
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}
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// 道具使用完毕:删除
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if (itemCls=='tools')
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core.status.hero.items[itemCls][itemId]--;
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if (core.status.hero.items[itemCls][itemId]==0)
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delete core.status.hero.items[itemCls][itemId];
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core.updateStatusBar();
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if (core.isset(callback)) callback();
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}
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////// 当前能否使用道具 //////
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items.prototype.canUseItem = function (itemId) {
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// 没有道具
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if (!core.hasItem(itemId)) return false;
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if (itemId in this.canUseItemEffect) {
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return eval(this.canUseItemEffect[itemId]);
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}
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return false;
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}
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////// 获得某个物品的个数 //////
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items.prototype.itemCount = function (itemId) {
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if (!core.isset(itemId) || !core.isset(core.material.items[itemId])) return 0;
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var itemCls = core.material.items[itemId].cls;
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if (itemCls=="items") return 0;
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return core.isset(core.status.hero.items[itemCls][itemId]) ? core.status.hero.items[itemCls][itemId] : 0;
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}
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////// 是否存在某个物品 //////
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items.prototype.hasItem = function (itemId) {
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return core.itemCount(itemId) > 0;
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}
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////// 是否装备某件装备 //////
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items.prototype.hasEquip = function (itemId) {
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if (!core.isset(itemId)) return null;
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if (!core.isset((core.material.items[itemId]||{}).equip)) return null;
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return itemId == this.getEquip(core.material.items[itemId].equip.type);
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}
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////// 获得某个装备类型的当前装备 //////
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items.prototype.getEquip = function (equipType) {
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return (core.status.hero.equipment||[])[equipType]||null;
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}
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////// 设置某个物品的个数 //////
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items.prototype.setItem = function (itemId, itemNum) {
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itemNum = itemNum || 0;
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if (itemNum<=0) itemNum = 0;
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var itemCls = core.material.items[itemId].cls;
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if (itemCls == 'items') return;
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if (!core.isset(core.status.hero.items[itemCls])) {
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core.status.hero.items[itemCls] = {};
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}
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core.status.hero.items[itemCls][itemId] = itemNum;
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if (itemCls!='keys' && itemNum==0) {
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delete core.status.hero.items[itemCls][itemId];
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}
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}
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////// 删除某个物品 //////
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items.prototype.removeItem = function (itemId, itemNum) {
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itemNum = itemNum || 1;
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if (!core.hasItem(itemId)) return false;
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var itemCls = core.material.items[itemId].cls;
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core.status.hero.items[itemCls][itemId]-=itemNum;
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if (itemCls!='keys' && core.status.hero.items[itemCls][itemId]<=0) {
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delete core.status.hero.items[itemCls][itemId];
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}
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core.updateStatusBar();
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return true;
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}
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////// 增加某个物品的个数 //////
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items.prototype.addItem = function (itemId, itemNum) {
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itemNum=itemNum||1;
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var itemData = core.material.items[itemId];
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var itemCls = itemData.cls;
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if (itemCls == 'items') return;
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if (!core.isset(core.status.hero.items[itemCls])) {
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core.status.hero.items[itemCls] = {};
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core.status.hero.items[itemCls][itemId] = 0;
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}
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else if (!core.isset(core.status.hero.items[itemCls][itemId])) {
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core.status.hero.items[itemCls][itemId] = 0;
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}
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core.status.hero.items[itemCls][itemId] += itemNum;
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// 永久道具只能有一个
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if (itemCls == 'constants' && core.status.hero.items[itemCls][itemId]>1)
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core.status.hero.items[itemCls][itemId] = 1;
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}
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////// 换上 //////
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items.prototype.loadEquip = function (equipId, callback) {
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if (!core.isset(core.status.hero.equipment)) core.status.hero.equipment = [];
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core.playSound('equip.mp3');
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var loadEquip = core.material.items[equipId];
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if (!core.isset(loadEquip)) {
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if (core.isset(callback)) callback();
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return;
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}
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var loadEquipType = loadEquip.equip.type;
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var unloadEquipId = core.status.hero.equipment[loadEquipType];
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// 比较能力值
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var result = core.compareEquipment(equipId,unloadEquipId);
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if (core.flags.equipPercentage) {
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core.setFlag('equip_atk_buff', core.getFlag('equip_atk_buff',1)+result.atk/100);
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core.setFlag('equip_def_buff', core.getFlag('equip_def_buff',1)+result.def/100);
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core.setFlag('equip_mdef_buff', core.getFlag('equip_mdef_buff',1)+result.mdef/100);
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}
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else {
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core.status.hero.atk += result.atk;
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core.status.hero.def += result.def;
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core.status.hero.mdef += result.mdef;
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}
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// 更新装备状态
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core.status.hero.equipment[loadEquipType] = equipId;
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core.updateStatusBar();
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// 记录路线
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// core.status.route.push("equip:"+equipId);
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// 装备更换完毕:删除换上的装备
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core.removeItem(equipId);
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// 装备更换完毕:增加卸下的装备
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if (core.isset(unloadEquipId))
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core.addItem(unloadEquipId, 1);
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core.drawTip("已装备上"+loadEquip.name, core.material.icons.items[equipId]);
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if (core.isset(callback)) callback();
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}
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////// 卸下 //////
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items.prototype.unloadEquip = function (equipType, callback) {
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if (!core.isset(core.status.hero.equipment)) core.status.hero.equipment = [];
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core.playSound('equip.mp3');
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var unloadEquipId = core.status.hero.equipment[equipType];
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if (!core.isset(unloadEquipId)) {
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if (core.isset(callback)) callback();
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return;
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}
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var unloadEquip = core.material.items[unloadEquipId];
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// 处理能力值改变
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if (core.flags.equipPercentage) {
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core.setFlag('equip_atk_buff', core.getFlag('equip_atk_buff',1)-(unloadEquip.equip.atk||0)/100);
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core.setFlag('equip_def_buff', core.getFlag('equip_def_buff',1)-(unloadEquip.equip.def||0)/100);
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core.setFlag('equip_mdef_buff', core.getFlag('equip_mdef_buff',1)-(unloadEquip.equip.mdef||0)/100);
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}
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else {
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core.status.hero.atk -= unloadEquip.equip.atk || 0;
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core.status.hero.def -= unloadEquip.equip.def || 0;
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core.status.hero.mdef -= unloadEquip.equip.mdef || 0;
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}
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// 更新装备状态
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core.status.hero.equipment[equipType] = null;
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core.updateStatusBar();
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// 记录路线
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// core.status.route.push("unEquip:"+equipType);
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// 装备更换完毕:增加卸下的装备
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core.addItem(unloadEquipId, 1);
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core.drawTip("已卸下"+unloadEquip.name, core.material.icons.items[unloadEquipId]);
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if (core.isset(callback)) callback();
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}
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items.prototype.compareEquipment = function (compareEquipId, beComparedEquipId) {
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var compareAtk = 0, compareDef = 0, compareMdef = 0;
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if (core.isset(compareEquipId)) {
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var compareEquip = core.material.items[compareEquipId];
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compareAtk += (compareEquip.equip||{}).atk || 0;
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compareDef += (compareEquip.equip||{}).def || 0;
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compareMdef += (compareEquip.equip||{}).mdef || 0;
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}
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if (core.isset(beComparedEquipId)) {
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var beComparedEquip = core.material.items[beComparedEquipId];
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compareAtk -= (beComparedEquip.equip||{}).atk || 0;
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compareDef -= (beComparedEquip.equip||{}).def || 0;
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compareMdef -= (beComparedEquip.equip||{}).mdef || 0;
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}
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return {"atk":compareAtk,"def":compareDef,"mdef":compareMdef};
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}
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////// 保存装备 //////
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items.prototype.quickSaveEquip = function (index) {
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if (!core.isset(core.status.hero.equipment)) core.status.hero.equipment = [];
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var saveEquips = core.getFlag("saveEquips", []);
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saveEquips[index] = core.clone(core.status.hero.equipment);
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core.setFlag("saveEquips", saveEquips);
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core.drawTip("已保存"+index+"号套装");
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}
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////// 读取装备 //////
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items.prototype.quickLoadEquip = function (index) {
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var current = core.getFlag("saveEquips", [])[index];
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if (!core.isset(current)) {
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core.drawTip(index+"号套装不存在");
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return;
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}
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// 检查所有的装备
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var equipSize = (main.equipName||[]).length;
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for (var i=0;i<equipSize;i++) {
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var v = current[i];
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if (core.isset(v) && !core.hasItem(v) && !core.hasEquip(v)) {
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core.drawTip("你当前没有"+((core.material.items[v]||{}).name||"未知装备")+",无法换装");
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return;
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}
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}
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// 快速换装
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if (!core.isset(core.status.hero.equipment)) core.status.hero.equipment = [];
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for (var i=0;i<equipSize;i++) {
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var now = core.status.hero.equipment[i]||null;
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var to = current[i]||null;
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if (now==to) continue;
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if (to==null) {
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this.unloadEquip(i);
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core.status.route.push("unEquip:"+i);
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}
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else {
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this.loadEquip(to);
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core.status.route.push("equip:"+to);
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}
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}
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core.drawTip("成功换上"+index+"号套装");
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}
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