fix: 修改13阶宝石和9~16阶血瓶贴图; 修复出生点和简单减伤; 修复MT102某处遮挡勇士
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25e54f376b
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@ -446,7 +446,7 @@ var data_a1e2fb4a_e986_4524_b0da_9b7ba7c0874d =
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"title": "逐梦九天",
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"name": "bdf1",
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"version": "Ver 2.10.3",
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"floorId": "MT154",
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"floorId": "MT0",
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"hero": {
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"image": "hero.png",
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"animate": false,
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@ -470,7 +470,7 @@ var data_a1e2fb4a_e986_4524_b0da_9b7ba7c0874d =
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"loc": {
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"direction": "up",
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"x": 6,
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"y": 12
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"y": 10
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},
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"flags": {},
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"followers": [],
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@ -1662,7 +1662,7 @@ var data_a1e2fb4a_e986_4524_b0da_9b7ba7c0874d =
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"itemFirstText": false,
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"equipboxButton": false,
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"enableAddPoint": false,
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"enableNegativeDamage": false,
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"enableNegativeDamage": true,
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"betweenAttackMax": false,
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"useLoop": true,
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"startUsingCanvas": false,
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@ -44,6 +44,11 @@ main.floors.MT0=
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"name": "flag:user",
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"value": "core.username[flag:uid]"
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},
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{
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"type": "setValue",
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"name": "flag:itemDetail",
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"value": "true"
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},
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"浩瀚无际的宇宙中,有一颗星球格外美丽...它那蔚蓝色的外表下散发着无数的光芒,而那些光芒就是生命...",
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"生命究竟是什么?它的意义又是什么?这个问题很难...但是,正是因为每一条生命都不一样,这才会散发出不同的光芒不是吗?",
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"我们每一个人,都散发着各自的光芒...而这些光芒,就是人生,世界正是因为有了不同的人生才会如此精彩...",
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@ -336,19 +336,7 @@ main.floors.MT102=
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[70000,70000,70000,70000,70000,70000,70000,70000,70000,70000,70000,70000,70000]
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],
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"fgmap": [
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[ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
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[ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
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[ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
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[ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
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[ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
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[ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
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[ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
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[ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
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[ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
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[ 0, 0, 0,70059, 0, 0, 0, 0, 0,70060, 0, 0, 0],
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[ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
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[ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
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[ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0]
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],
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"bg2map": [
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[ 0, 0, 0, 0, 0, 0,70113, 0, 0, 0, 0, 0, 0],
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@ -360,7 +348,7 @@ main.floors.MT102=
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[70121, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
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[ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
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[ 0,70059, 0, 0, 0, 0, 0, 0, 0, 0, 0,70060, 0],
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[ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
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[ 0, 0, 0,70059, 0, 0, 0, 0, 0,70060, 0, 0, 0],
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[ 0, 0, 0,70056, 0, 0, 0, 0, 0,70058, 0, 0, 0],
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[ 0, 0, 0,70056, 0, 0, 0, 0, 0,70058, 0, 0, 0],
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[ 0, 0, 0,70056, 0, 0, 0, 0, 0,70058, 0, 0, 0]
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@ -790,6 +790,7 @@ var functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a =
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// 最终伤害:初始伤害 + 怪物对勇士造成的伤害 + 反击伤害
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var damage = init_damage + (turn - 1) * per_damage + turn * counterDamage;
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if (flags.hard == 1) damage = Math.ceil(damage * 0.95 - 0.01)
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// 再扣去护盾
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damage -= hero_mdef;
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@ -503,6 +503,16 @@ var items_296f5d02_12fd_4166_a7c1_b5e830c9ee3a =
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"浩瀚无际的星空,由一个个梦想交汇而成...抬头看向星空的时候,你是否知道自己究竟要去往何处?\n过去的时光中,总有一些痛苦让你刻骨铭心,总有一些快乐让你回味,酸甜苦辣,五味杂陈...你能感受的到吗?感受的话...你会想些啥呢?\n远在九天之上的梦想,并非遥不可及,踏空而行,贯彻道路,终有一天能够圆梦九天..."
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]
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},
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{
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"text": "数值显示: ${(core.getFlag(\"itemDetail\") ? \"[ON]\" : \"[OFF]\")}",
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"action": [
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{
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"type": "setValue",
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"name": "flag:itemDetail",
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"value": "!flag:itemDetail"
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}
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]
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},
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{
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"text": "离开",
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"action": [
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Binary file not shown.
Before Width: | Height: | Size: 76 KiB After Width: | Height: | Size: 58 KiB |
@ -2017,5 +2017,155 @@ var plugins_bb40132b_638b_4a9f_b028_d3fe47acc8d1 =
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dx %= 640;
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}
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});
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},
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"showValue": function() {/* 宝石血瓶左下角显示数值
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* 需要将 变量:itemDetail改为true才可正常运行
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* 请尽量减少勇士的属性数量,否则可能会出现严重卡顿(划掉,现在你放一万个属性也不会卡)
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* 注意:这里的属性必须是core.status.hero里面的,flag无法显示
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* 如果不想显示,可以core.setFlag("itemDetail", false);
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* 然后再core.getItemDetail();
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* 如有bug在大群或造塔群@古祠
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*/
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// 忽略的道具
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const ignore = ['superPotion'];
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// 取消注释下面这句可以减少超大地图的判定。
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// 如果地图宝石过多,可能会略有卡顿,可以尝试取消注释下面这句话来解决。
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// core.bigmap.threshold = 256;
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const origin = core.control.updateStatusBar;
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core.updateStatusBar = core.control.updateStatusBar = function () {
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if (core.getFlag('__statistics__')) return;
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else return origin.apply(core.control, arguments);
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}
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core.control.updateDamage = function (floorId, ctx) {
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floorId = floorId || core.status.floorId;
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if (!floorId || core.status.gameOver || main.mode != 'play') return;
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const onMap = ctx == null;
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// 没有怪物手册
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if (!core.hasItem('book')) return;
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core.status.damage.posX = core.bigmap.posX;
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core.status.damage.posY = core.bigmap.posY;
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if (!onMap) {
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const width = core.floors[floorId].width,
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height = core.floors[floorId].height;
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// 地图过大的缩略图不绘制显伤
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if (width * height > core.bigmap.threshold) return;
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}
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this._updateDamage_damage(floorId, onMap);
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this._updateDamage_extraDamage(floorId, onMap);
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core.getItemDetail(floorId); // 宝石血瓶详细信息
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this.drawDamage(ctx);
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};
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// 获取宝石信息 并绘制
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this.getItemDetail = function (floorId) {
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if (!core.getFlag('itemDetail')) return;
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floorId = floorId ?? core.status.thisMap.floorId;
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let diff = {};
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const before = core.status.hero;
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const hero = core.clone(core.status.hero);
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const handler = {
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set(target, key, v) {
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diff[key] = v - (target[key] || 0);
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if (!diff[key]) diff[key] = void 0;
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return true;
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}
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};
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core.status.hero = new Proxy(hero, handler);
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core.status.maps[floorId].blocks.forEach(function (block) {
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if (
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block.event.cls !== 'items' ||
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ignore.includes(block.event.id) ||
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block.disable
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)
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return;
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const x = block.x,
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y = block.y;
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// v2优化,只绘制范围内的部分
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if (core.bigmap.v2) {
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if (
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x < core.bigmap.posX - core.bigmap.extend ||
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x > core.bigmap.posX + core._WIDTH_ + core.bigmap.extend ||
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y < core.bigmap.posY - core.bigmap.extend ||
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y > core.bigmap.posY + core._HEIGHT_ + core.bigmap.extend
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) {
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return;
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}
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}
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diff = {};
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const id = block.event.id;
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const item = core.material.items[id];
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if (item.cls === 'equips') {
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// 装备也显示
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const diff = item.equip.value ?? {};
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const per = item.equip.percentage ?? {};
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for (const name in per) {
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diff[name + 'per'] = per[name].toString() + '%';
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}
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drawItemDetail(diff, x, y);
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return;
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}
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// 跟数据统计原理一样 执行效果 前后比较
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core.setFlag('__statistics__', true);
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try {
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eval(item.itemEffect);
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} catch (error) {}
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drawItemDetail(diff, x, y);
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});
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core.status.hero = before;
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window.hero = before;
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window.flags = before.flags;
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};
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// 绘制
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function drawItemDetail(diff, x, y) {
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const px = 32 * x + 2,
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py = 32 * y + 30;
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let content = '';
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// 获得数据和颜色
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let i = 0;
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for (const name in diff) {
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if (!diff[name]) continue;
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let color = '#fff';
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if (typeof diff[name] === 'number')
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content = core.formatBigNumber(diff[name], true);
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else content = diff[name];
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switch (name) {
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case 'atk':
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case 'atkper':
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color = '#FF7A7A';
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break;
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case 'def':
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case 'defper':
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color = '#00E6F1';
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break;
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case 'mdef':
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case 'mdefper':
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color = '#6EFF83';
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break;
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case 'hp':
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color = '#A4FF00';
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break;
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case 'hpmax':
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case 'hpmaxper':
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color = '#F9FF00';
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break;
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case 'mana':
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color = '#c66';
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break;
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}
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// 绘制
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core.status.damage.data.push({
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text: content,
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px: px,
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py: py - 10 * i,
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color: color
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});
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i++;
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}
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}
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}
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}
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