383 lines
15 KiB
JavaScript
383 lines
15 KiB
JavaScript
function enemys() {
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this.init();
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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 = enemys_fcae963b_31c9_42b4_b48c_bb48d09f3f80;
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//delete(enemys_fcae963b_31c9_42b4_b48c_bb48d09f3f80);
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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 (!core.isset(special)) return false;
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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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if (typeof special == 'string') {
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return this.hasSpecial(core.material.enemys[special], test);
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}
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if (core.isset(special.special)) {
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return this.hasSpecial(special.special, 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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var enemy = core.material.enemys[enemyId];
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if (!core.isset(enemy)) return [];
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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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if (this.hasSpecial(special, 21)) text.push("退化");
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if (this.hasSpecial(special, 22)) text.push("固伤");
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if (this.hasSpecial(special, 23)) text.push("重生");
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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"+Math.floor(100*core.values.breakArmor||0)+"%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"+Math.floor(100*core.values.counterAttack||0)+"%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"+Math.floor(100*enemy.value||0)+"%生命作为伤害"+(enemy.add?",并把伤害数值加到自身生命上":"");
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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>=1?core.values.weakValue+"点":parseInt(core.values.weakValue*100)+"%");
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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||0)+"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||0)+"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||0)+"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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case 21: return "退化:战斗后勇士永久下降"+(enemy.atkValue||0)+"点攻击和"+(enemy.defValue||0)+"点防御";
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case 22: return "固伤:战斗前,怪物对勇士造成"+(enemy.damage||0)+"点固定伤害,无视勇士魔防。";
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case 23: return "重生:怪物被击败后,角色转换楼层则怪物将再次出现";
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default: break;
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}
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return "";
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}
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////// 能否获胜 //////
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enemys.prototype.canBattle = function (monsterId) {
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var damage = this.getDamage(monsterId);
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return damage != null && damage < core.status.hero.hp;
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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 damage = this.calDamage(monster, core.status.hero.hp, core.status.hero.atk, core.status.hero.def, core.status.hero.mdef);
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if (damage == null) return null;
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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, 17)) { // 仇恨
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extra_damage += core.getFlag('hatred', 0);
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}
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if (this.hasSpecial(monster.special, 22)) { // 固伤
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extra_damage += monster.damage||0;
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}
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return extra_damage;
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}
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////// 接下来N个临界值和临界减伤计算 //////
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enemys.prototype.nextCriticals = function (monsterId, number) {
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var useTurn = true; // 是否使用回合法计算临界值;如果要用循环法,则直接改为false。
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number = number||1;
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var monster = core.material.enemys[monsterId];
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if (this.hasSpecial(monster.special, 3)) {
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if (core.status.hero.atk<=monster.def) {
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return [[monster.def+1-core.status.hero.atk,'?']];
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}
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return [];
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}
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// 坚固、模仿怪物没有临界!
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if (this.hasSpecial(monster.special, 10)) return [];
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var info = this.getDamageInfo(monster, core.status.hero.hp, core.status.hero.atk, core.status.hero.def, core.status.hero.mdef);
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if (info == null) {
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if (core.status.hero.atk<=monster.def) {
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return [[monster.def+1-core.status.hero.atk,'?']];
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}
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return [];
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}
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if (info.damage<=0 && !core.flags.enableNegativeDamage) {
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return [[0,0]];
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}
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var list = [], pre = null;
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var mon_hp = info.mon_hp, hero_atk = core.status.hero.atk, mon_def = monster.def, turn = info.turn;
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if (useTurn) { // 回合数计算法
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for (var t = turn-1;t>=1;t--) {
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var nextAtk = Math.ceil(mon_hp/t) + mon_def;
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if (nextAtk<=hero_atk) break;
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if (nextAtk!=pre) {
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var nextInfo = this.getDamageInfo(monster, core.status.hero.hp, nextAtk, core.status.hero.def, core.status.hero.mdef);
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if (nextInfo==null) break;
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list.push([nextAtk-hero_atk,info.damage-nextInfo.damage]);
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if (nextInfo.damage<=0 && !core.flags.enableNegativeDamage) break;
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pre = nextAtk;
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}
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if (list.length>=number)
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break;
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}
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}
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else { // 暴力for循环法
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pre = info.damage;
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for (var atk=hero_atk+1;atk<=mon_hp+mon_def;atk++) {
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var nextInfo = this.getDamageInfo(monster, core.status.hero.hp, atk, core.status.hero.def, core.status.hero.mdef);
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if (nextInfo==null) break;
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if (pre>nextInfo.damage) {
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pre = nextInfo.damage;
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list.push([atk-hero_atk, info.damage-nextInfo.damage]);
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if (nextInfo.damage<=0 && !core.flags.enableNegativeDamage) break;
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if (list.length>=number) break;
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}
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}
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}
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if (list.length==0) list.push([0,0]);
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return list;
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}
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////// N防减伤计算 //////
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enemys.prototype.getDefDamage = function (monsterId, k) {
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k = k || 1;
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var monster = core.material.enemys[monsterId];
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var nowDamage = this.calDamage(monster, core.status.hero.hp, core.status.hero.atk, core.status.hero.def, core.status.hero.mdef);
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var nextDamage = this.calDamage(monster, core.status.hero.hp, core.status.hero.atk, core.status.hero.def + k, core.status.hero.mdef);
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if (nowDamage == null || nextDamage ==null) return "???";
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return nowDamage - nextDamage;
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}
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////// 获得战斗伤害信息 //////
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enemys.prototype.getDamageInfo = function(monster, hero_hp, hero_atk, hero_def, hero_mdef) {
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if (typeof monster == 'string') {
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monster = core.material.enemys[monster];
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}
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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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hero_hp=Math.max(0, hero_hp);
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hero_atk=Math.max(0, hero_atk);
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hero_def=Math.max(0, hero_def);
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hero_mdef=Math.max(0, hero_mdef);
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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 null; // 返回不可战斗
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var initDamage = 0; // 战前伤害
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// 吸血
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if (this.hasSpecial(mon_special, 11)) {
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var vampireDamage = hero_hp * monster.value;
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// 如果有神圣盾免疫吸血等可以在这里写
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vampireDamage = Math.floor(vampireDamage) || 0;
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// 加到自身
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if (monster.add) // 如果加到自身
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mon_hp += vampireDamage;
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initDamage += vampireDamage;
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}
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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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// 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 null; // 不可战斗时请直接返回null
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var per_damage = mon_atk - hero_def;
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// 魔攻
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if (this.hasSpecial(mon_special,2)) per_damage = mon_atk;
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if (per_damage < 0) per_damage = 0;
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// 2连击 & 3连击 & N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 *= (monster.n||4);
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var counterDamage = 0;
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// 反击
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if (this.hasSpecial(mon_special, 8)) counterDamage += Math.floor(core.values.counterAttack * hero_atk);
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// 先攻
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if (this.hasSpecial(mon_special, 1))
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initDamage += per_damage;
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// 破甲
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if (this.hasSpecial(mon_special, 7))
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initDamage += Math.floor(core.values.breakArmor * hero_def);
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// 净化
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if (this.hasSpecial(mon_special, 9))
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initDamage += Math.floor(core.values.purify * hero_mdef);
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// turn: 勇士攻击回合数
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var turn = Math.ceil(mon_hp / (hero_atk - mon_def));
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var ans = initDamage + (turn - 1) * per_damage + turn * counterDamage;
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ans -= hero_mdef;
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if (!core.flags.enableNegativeDamage)
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ans=Math.max(0, ans);
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return {
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"hero_atk": hero_atk,
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"hero_def": hero_def,
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"hero_mdef": hero_mdef,
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"mon_hp": mon_hp,
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"mon_atk": mon_atk,
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"mon_def": mon_def,
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"per_damage": per_damage,
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"initDamage": initDamage,
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"turn": turn,
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"damage": ans
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};
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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 (monster, hero_hp, hero_atk, hero_def, hero_mdef) {
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if (typeof monster == 'string') {
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monster = core.material.enemys[monster];
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}
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var info = this.getDamageInfo(monster, hero_hp, hero_atk, hero_def, hero_mdef);
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if (info == null) return null;
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return info.damage;
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}
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////// 获得当前楼层的怪物列表 //////
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enemys.prototype.getCurrentEnemys = function (floorId) {
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floorId=floorId||core.status.floorId;
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var enemys = [];
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var used = {};
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var mapBlocks = core.status.maps[floorId].blocks;
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for (var b = 0; b < mapBlocks.length; b++) {
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if (core.isset(mapBlocks[b].event) && !(core.isset(mapBlocks[b].enable) && !mapBlocks[b].enable)
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&& mapBlocks[b].event.cls.indexOf('enemy')==0) {
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var monsterId = mapBlocks[b].event.id;
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if (core.isset(used[monsterId])) continue;
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var monster = core.material.enemys[monsterId];
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var mon_hp = monster.hp, mon_atk = monster.atk, mon_def = monster.def;
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if (this.hasSpecial(monster.special, 10)) {
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mon_atk=core.status.hero.atk;
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mon_def=core.status.hero.def;
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}
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if (this.hasSpecial(monster.special, 3) && mon_def < core.status.hero.atk - 1)
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mon_def = core.status.hero.atk - 1;
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var specialText = core.enemys.getSpecialText(monsterId);
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if (specialText.length>=3) specialText = "多属性...";
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else specialText = specialText.join(" ");
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var critical = this.nextCriticals(monsterId);
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if (critical.length>0) critical=critical[0];
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enemys.push({
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'id': monsterId,
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'name': monster.name,
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'hp': mon_hp,
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'atk': mon_atk,
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'def': mon_def,
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'money': monster.money,
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'experience': monster.experience,
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'point': monster.point||0, // 加点
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'special': specialText,
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'damage': this.getDamage(monsterId),
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'critical': critical[0],
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'criticalDamage': critical[1],
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'defDamage': this.getDefDamage(monsterId)
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});
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used[monsterId] = true;
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}
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}
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enemys.sort(function (a, b) {
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if (a.damage == b.damage) {
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return a.money - b.money;
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}
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if (a.damage == null) {
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return 1;
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}
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if (b.damage == null) {
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return -1;
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}
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return a.damage - b.damage;
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});
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return enemys;
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} |