动画音效补全 & 原始数值
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@@ -1571,7 +1571,7 @@ control.prototype._replay_error = function (action) {
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control.prototype._replay_drawProgress = function () {
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var total = core.status.replay.totalList.length, left = total - core.status.replay.toReplay.length;
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var content = '播放进度:' + left + '/' + total + '('+(left/total*100).toFixed(2)+'%)';
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var content = '播放进度:' + left + ' / ' + total + '('+(left/total*100).toFixed(2)+'%)';
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var width = 26 + core.calWidth('replay', content, "16px Arial");
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core.clearMap('replay');
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core.fillRect('replay', 0, 0, width, 40, '#000000');
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@@ -696,7 +696,7 @@ events.prototype._changeFloor_getHeroLoc = function (floorId, stair, heroLoc) {
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heroLoc.x = core.bigmap.width - 1 - core.getHeroLoc('x');
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else if (stair == ':symmetry_y')
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heroLoc.y = core.bigmap.height - 1 - core.getHeroLoc('y');
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// 检查该层地图的 upFloor & downFloor
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// 检查该层地图的 upFloor & downFloor & flyPoint
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else if (core.status.maps[floorId][stair]) {
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heroLoc.x = core.status.maps[floorId][stair][0];
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heroLoc.y = core.status.maps[floorId][stair][1];
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+17
@@ -2152,6 +2152,8 @@ ui.prototype._drawBookDetail_getInfo = function (index) {
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}
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ui.prototype._drawBookDetail_getTexts = function (enemy, floorId, texts) {
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// --- 原始数值
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this._drawBookDetail_origin(enemy, texts);
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// --- 模仿临界计算器
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this._drawBookDetail_mofang(enemy, texts);
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// --- 吸血怪最低生命值
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@@ -2162,6 +2164,21 @@ ui.prototype._drawBookDetail_getTexts = function (enemy, floorId, texts) {
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this._drawBookDetail_turnAndCriticals(enemy, floorId, texts);
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}
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ui.prototype._drawBookDetail_origin = function (enemy, texts) {
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// 怪物数值和原始值不一样时,在详细信息页显示原始数值
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var originEnemy = core.enemys._getCurrentEnemys_getEnemy(enemy.id);
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var content = [];
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["hp", "atk", "def", "point", "money", "exp"].forEach(function (one) {
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if (enemy[one] == null || originEnemy[one] == null) return;
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if (enemy[one] != originEnemy[one]) {
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content.push(core.getStatusLabel(one) + " " + originEnemy[one]);
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}
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});
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if (content.length > 0) {
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texts.push("\r[#FF6A6A]\\d原始数值:\\d\r[]" + content.join(";"));
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}
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}
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ui.prototype._drawBookDetail_mofang = function (enemy, texts) {
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// 模仿临界计算器
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if (core.enemys.hasSpecial(enemy.special, 10)) {
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