382 lines
18 KiB
JavaScript
382 lines
18 KiB
JavaScript
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CHARACTER.prototype.recount = function () {
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this.gjsd = 4000 - this.query_prop("gjsd");
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this.gjsd = parseInt(this.gjsd - (this.gjsd * this.query_prop("gjsd_per") / 100));
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if (this.gjsd < 500) this.gjsd = 500;
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this.gj = parseInt(this.str + (this.query_prop("gj") + this.query_prop("str") * this.str / 10) * (100 + this.query_prop("gj_per")) / 100);
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this.fy = parseInt(((this.str + this.con) / 10 + this.query_prop("fy") + this.query_prop("con") * this.con / 10) * (100 + this.query_prop("fy_per")) / 100);
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this.mz = parseInt((this.dex / 2 + this.query_prop("mz")) * (100 + this.query_prop("mz_per")) / 100);
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this.ds = parseInt((this.dex / 2 + this.query_prop("ds") + this.query_prop("dex") * this.dex / 5) * (100 + this.query_prop("ds_per")) / 100);
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this.zj = parseInt((this.str / 2 + this.query_prop("zj") + this.query_prop("str") * this.str / 5) * (100 + this.query_prop("zj_per")) / 100);
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this.bj = parseInt(this.dex / 10 + this.query_prop("bj_per"));
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this.diff_sh_per = this.query_prop('diff_sh_per');
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this.diff_fy_per = this.query_prop('diff_fy_per');
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}
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CHARACTER.prototype.crit = function (target, part, bj_per) {
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if (this.random(100) < bj_per
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+ (part ? part.crit : 0) - target.query_prop("diff_bj")) {
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return true;
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}
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}
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CHARACTER.prototype.do_attack = function (par) {
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if (this.is_faint || this.hp <= 0 || !this.fight_type) return;
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var target = par.target;
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if (!target) {
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target = this.query_enemy();
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if (!target) return;
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}
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var weapon = this.query_weapon();//par.no_weapon ? null :
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var attackskill = par.no_weapon ? this.noweapon_skill : this.attack_skill;
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if (attackskill.on_before_attack
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&& !par.is_throwing
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&& !par.no_append_before) attackskill.on_before_attack(this, target, par);
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if (this.force_skill.on_before_attack && !par.no_append_before) {
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this.force_skill.on_before_attack(this, target, par);
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}
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this.attack_part = par.part ?? target.query_part();
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var attack_msg = par.attack_msg;
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if (attack_msg === undefined) {
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attack_msg = attackskill.query_attack_action(this, target);
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}
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if (par.attack_before) {
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attack_msg = par.attack_before + attack_msg;
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}
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var weapon_type = par.no_weapon ?
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WEAPON_TYPE.NONE : (weapon ? weapon.weapon_type : WEAPON_TYPE.NONE);
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if (attack_msg) this.send_combat(attack_msg, target);
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var sh = par.gj ?? this.gj, mz = par.mz ?? this.mz;
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par.is_dodge = false; par.is_parry = false;
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if (target.is_faint || this.is_shadow) {
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par.is_dodge = false;
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par.is_parry = false;
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}
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else if (target.is_rash) {
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par.is_dodge = false;
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par.is_parry = (target.is_busy || par.no_parry) ? false : Math.random() * (target.zj / 2) + target.zj / 2 > mz;
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} else if (this.is_miss && !par.no_dodge) {
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par.is_dodge = true;
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par.is_parry = (target.is_busy || par.no_parry) ? false : Math.random() * (target.zj / 2) + target.zj / 2 > mz;
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} else if (target.is_miss || par.no_dodge) {
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par.is_dodge = false;
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par.is_parry = (target.is_busy || par.no_parry) ? false : (Math.random() * (target.zj / 2) + target.zj / 2 > mz);
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} else if (target.is_busy || par.no_parry) {
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par.is_dodge = Math.random() * (target.ds / 2) + target.ds / 2 > mz;
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par.is_parry = false;
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} else {
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par.is_dodge = Math.random() * (target.ds / 2) + target.ds / 2 > mz;
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par.is_parry = Math.random() * (target.zj / 2) + target.zj / 2 > mz;
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}
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if (par.is_dodge) {
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if (par.on_dodge) par.on_dodge(target);
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} else if (target.dodge_skill.on_dodge) {
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target.dodge_skill.on_dodge(target, this, par);
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}
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if (par.is_dodge) {
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sh = 0;
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this.send_combat((par.miss_msg || target.dodge_skill.query_dodge_action()) + "\n", target);
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} else {
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if (target.parry_skill.on_parry &&
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!par.no_parry && !target.is_busy && !target.is_faint) {
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target.parry_skill.on_parry(target, this, par);
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}
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if (par.on_parry) {
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par.on_parry(target, par.is_parry);
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}
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par.bj = par.bj ?? this.bj;
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if (par.is_parry) {
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sh = 0;
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} else {
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if (weapon && weapon.do_attack &&
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((par.no_weapon && weapon_type === WEAPON_TYPE.NONE)
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|| (!par.no_weapon && weapon_type !== WEAPON_TYPE.NONE))
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&& !par.is_throwing) {
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sh += weapon.do_attack(this, target, par);
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}
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if (attackskill.on_attack && !par.is_throwing) {
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sh += attackskill.on_attack(this, target, par);
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}
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sh = sh * this.attack_part.hert;
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if (!par.no_power) {
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sh = sh + sh * this.query_prop("add_sh_per") / 100; //增加伤害%
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par.iscirt = par.cirt ? par.cirt(target, this.attack_part, par.bj) : this.crit(target,
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this.attack_part, par.bj);
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if (par.iscirt)
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sh = sh * (150 + (par.add_bjsh_per ?? this.query_prop("add_bjsh_per"))) / 100;
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}
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}
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let power_gj = par.power_gj ?? 0;
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if (this.force_skill.do_force_attack) {
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power_gj += this.force_skill.do_force_attack(this, target, par);
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}
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if (power_gj > 0 && (!weapon || weapon.weapon_type === WEAPON_TYPE.NONE)) {
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power_gj = power_gj + power_gj * this.query_prop("add_sh_per") / 100; //增加伤害%
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if (par.iscirt)
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power_gj = power_gj * (150 + (par.add_bjsh_per ?? this.query_prop("add_bjsh_per"))) / 100;
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}
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if (power_gj > 0) sh += power_gj;
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if (target.force_skill.on_force_parry) {
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par.power_gj = power_gj;
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sh -= target.force_skill.on_force_parry(target, this, sh, par);
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if (this.hp <= 0 || !target.fight_type) {
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return;
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}
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}
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if (sh > 0)
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sh = target.damage(sh, this, par.diff_fy);
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if (par.is_parry) {
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this.send_combat((par.parry_msg || target.parry_skill.query_parry_action(target, this, weapon_type)) + "\n", target);
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if (sh > 0) {
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target.send_combat(query_status_msg(target.hp, target.max_hp));
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target.on_damage && target.on_damage(this, sh);
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}
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}
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else {
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if (sh > 0) {
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this.send_combat(damage_msg(sh, par.is_throwing ? WEAPON_TYPE.THROWING : weapon_type,
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target, par.iscirt, par.damage_msg)
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, target);
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target.send_combat(query_status_msg(target.hp, target.max_hp));
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target.on_damage && target.on_damage(this, sh);
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} else {
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this.send_combat("结果没有造成任何伤害。\n", true);
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}
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}
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}
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if (this.fight_type) {
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if (!par.no_append_target && target.fight_type) {
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target.dodge_skill.on_dodge_over
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&& target.dodge_skill.on_dodge_over(target, this, par);
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if (!par.is_dodge)
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target.parry_skill.on_parry_over &&
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target.parry_skill.on_parry_over(target, this, par);
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}
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if (!par.no_append) {
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attackskill.on_attack_over && attackskill.on_attack_over(this, target, par, sh);
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this.force_skill.on_force_over &&
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this.force_skill.on_force_over(this, target, par, sh);
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}
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}
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return sh;
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}
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CHARACTER.prototype.from_attack = function (sh, mz, gjmsg, shmsg, dsmsg, parrymsg) {
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gjmsg && this.send_room(gjmsg);
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var is_dodge = mz > 0 ? Math.random() * (this.ds / 2) + this.ds / 2 > mz : false;
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if (is_dodge) {
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this.send_room((dsmsg || this.dodge_skill.query_dodge_action()), this);
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} else {
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this.send_room(shmsg);
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this.damage(sh);
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this.send_combat(query_status_msg(this.hp, this.max_hp));
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if (this.fight_type === 1 && this.hp < 0) {
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this.hp = 1;
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} else if (this.hp <= 0) {
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this.die();
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this.end_fight();
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}
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}
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return is_dodge;
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}
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CHARACTER.prototype.do_recover = function (hp) {
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hp = hp + hp * this.query_prop('recover_per') / 100;
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if (!(hp > 0)) return 0;
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return this.add_hp(parseInt(hp));
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}
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CHARACTER.prototype.damage = function (sh, from, diff_fy) {
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if (!(sh > 0)) return 0;
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let diff_sh_per = this.diff_sh_per;
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let fy = this.fy;
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if (diff_fy > 0) {
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diff_sh_per -= diff_sh_per * diff_fy / 100;
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fy -= fy * diff_fy / 100;
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}
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let diff_fy_per = from ? from.diff_fy_per : 0;//忽视防御,从免伤开始减
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if (diff_sh_per > 0 && diff_fy_per > 0) {
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diff_sh_per -= diff_fy_per;
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if (diff_sh_per < 0) {
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diff_fy_per = -diff_sh_per;
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}
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}
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if (fy > 0 && diff_fy_per > 0) {
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fy -= fy * diff_fy_per / 100;
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if (fy < 0) fy = 0;
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}
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if (diff_sh_per > 0)
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sh = sh - sh * diff_sh_per / 100;//伤害减免
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if (fy > 0 && sh > 0)
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sh = (sh / (sh + fy) * sh);
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sh = sh - this.query_prop("diff_sh");
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if (sh > 0 && this.equipment && this.equipment[1] && this.equipment[1].on_defense) {
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sh = this.equipment[1].on_defense(this, from, sh);
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}
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if (sh > 0 && this.force_skill.on_damage) {
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sh = this.force_skill.on_damage(this, from, sh);
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}
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if (sh > 0) {
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sh = parseInt(sh);
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if (this.record_damage && from) {
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if (!this.damages) this.damages = {};
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let damag = (this.damages[from.id] || 0) + sh;
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this.damages[from.id] = damag;
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this.sum_damages = (this.sum_damages ?? 0) + sh;
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}
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this.add_hp(-sh);
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return sh;
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}
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return 0;
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}
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CHARACTER.prototype.damage2 = function (sh, from) {
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if (!sh) return;
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if (this.record_damage && from) {
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if (!this.damages) this.damages = {};
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var damag = (this.damages[from.id] || 0) + sh;
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this.damages[from.id] = damag;
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}
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if (this.force_skill.on_damage) {
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sh = this.force_skill.on_damage(this, from, sh);
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if (!sh) return 0;
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}
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this.add_hp(-sh);
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return sh;
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}
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CHARACTER.prototype.damage3 = function (sh, from) {
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if (!(sh > 0)) return;
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this.add_hp(-sh);
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if (this.force_skill.on_damage) {
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this.force_skill.on_damage(this, from, 0);
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}
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return sh;
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}
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var catch_hunt_msg = [
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"<HIW>$N和$n仇人相见分外眼红,立刻打了起来!</HIW>",
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"<HIW>$N对著$n大喝:「可恶,又是你!」</HIW>",
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"<HIW>$N和$n一碰面,二话不说就打了起来!</HIW>",
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"<HIW>$N一眼瞥见$n,「哼」的一声冲了过来!</HIW>",
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"<HIW>$N一见到$n,愣了一愣,大叫:「我宰了你!」</HIW>",
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"<HIW>$N喝道:「$n,我们的帐还没算完,看招!」</HIW>",
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"<HIW>$N喝道:「$n,看招!」</HIW>"];
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var guard_msg = [
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"<CYN>$N注视著$n的行动,企图寻找机会出手。\n</CYN>",
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"<CYN>$N正盯著$n的一举一动,随时准备发动攻势。\n</CYN>",
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"<CYN>$N缓缓地移动脚步,想要找出$n的破绽。\n</CYN>",
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"<CYN>$N目不转睛地盯著$n的动作,寻找进攻的最佳时机。\n</CYN>",
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"<CYN>$N慢慢地移动著脚步,伺机出手。\n</CYN>",
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];
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var status_msg = [
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"($N<HIG>看起来充满活力,一点也不累。</HIG>)\n",
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"($N<HIG>似乎有些疲惫,但是仍然十分有活力。</HIG>)\n",
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"($N<HIY>看起来可能有些累了。</HIY>)\n",
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"($N<HIY>动作似乎开始有点不太灵光,但是仍然有条不紊。</HIY>)\n",
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"($N<HIY>气喘嘘嘘,看起来状况并不太好。</HIY>)\n",
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"($N<RED>似乎十分疲惫,看来需要好好休息了。</RED>)\n",
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"($N<RED>已经一副头重脚轻的模样,正在勉力支撑著不倒下去。</RED>)\n",
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"($N<RED>看起来已经力不从心了。</RED>)\n",
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"($N<HIR>摇头晃脑、歪歪斜斜地站都站不稳,眼看就要倒在地上。</HIR>)\n",
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"($N<HIR>已经陷入半昏迷状态,随时都可能摔倒晕去。</HIR>)\n"
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];
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function query_status_msg(hp, maxhp) {
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var ratio = parseInt(hp * 10 / maxhp);
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if (ratio < 0) ratio = 0;
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if (ratio > 9) ratio = 9;
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return status_msg[9 - ratio];
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}
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function damage_msg2(msg, damage, iscrit) {
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return msg + "\n$N对$n造成" + iscrit ? ("<hir>" + damage + "</hir>点暴击伤害") : ("<wht>" + damage + "</wht>点伤害");//$N的攻击对$n
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}
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function damage_msg(damage, type, ob, iscrit, msg) {
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if (msg) {
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return msg + "\n$N对$n造成" + (iscrit ? ("<hir>" + damage + "</hir>点暴击伤害") : ("<wht>" + damage + "</wht>点伤害"));//$N的攻击对$n
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}
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if (damage === 0) return "结果没有造成任何伤害。";
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var sh = iscrit ? "<hir>" + damage + "</hir>点暴击伤害" : "<wht>" + damage + "</wht>点伤害";
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if (ob.hp > 0) {
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damage = damage * 100 / ob.hp;
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} else
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damage = 120;
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switch (type) {
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case WEAPON_TYPE.BLADE:
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case WEAPON_TYPE.WHIP:
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if (damage < 5) return "结果只是轻轻地划破$p的皮肉,造成" + sh + "。";
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else if (damage < 10) return "结果在$p$l划出一道细长的血痕,造成" + sh + "!";
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else if (damage < 20) return "结果「嗤」地一声划出一道伤口,造成" + sh + "!";
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else if (damage < 40) return "结果「嗤」地一声划出一道血淋淋的伤口,造成" + sh + "!";
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else if (damage < 80) return "结果「嗤」地一声划出一道又长又深的伤口,溅得$N满脸鲜血,造成" + sh + "!";
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else return "结果只听见$n一声惨嚎,$w已在$p$l划出一道深及见骨的可怕伤口,造成" + sh + "!!";
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case WEAPON_TYPE.SWORD:
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if (damage < 10) return "结果只是轻轻地刺破$p的皮肉,造成" + sh + "!";
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else if (damage < 20) return "结果在$p$l刺出一个创口,造成" + sh + "!";
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else if (damage < 40) return "结果「噗」地一声刺入了$n$l寸许,造成" + sh + "!";
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else if (damage < 60) return "结果「噗」地一声刺进$n的$l,使$p不由自主地退了几步,造成" + sh + "!";
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else if (damage < 80) return "结果「噗嗤」地一声,$w已在$p$l刺出一个血肉模糊的血窟窿,造成" + sh + "!";
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else return "结果只听见$n一声惨嚎,$w已在$p的$l对穿而出,鲜血溅得满地,造成" + sh + "!!";
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case WEAPON_TYPE.NONE:
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case WEAPON_TYPE.STAFF:
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case WEAPON_TYPE.CLUB:
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if (damage < 5) return "结果只是轻轻地碰到,比拍苍蝇稍微重了点,造成" + sh + "!";
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else if (damage < 10) return "结果在$p的$l造成一处瘀青,造成" + sh + "!";
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else if (damage < 25) return "结果一击命中,$n的$l登时肿了一块老高,造成" + sh + "!";
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else if (damage < 40) return "结果一击命中,$n闷哼了一声显然吃了不小的亏,造成" + sh + "!";
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else if (damage < 50) return "结果「砰」地一声,$n退了两步,造成" + sh + "!";
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else if (damage < 60) return "结果这一下「砰」地一声打得$n连退了好几步,差一点摔倒,造成" + sh + "!";
|
||
else if (damage < 80) return "结果重重地击中,$n「哇」地一声吐出一口鲜血,造成" + sh + "!";
|
||
else return "结果只听见「砰」地一声巨响,$n像一捆稻草般飞了出去,造成" + sh + "!!";
|
||
case "force":
|
||
if (damage < 10) return "结果只是把$n打得退了半步,毫发无损,造成" + sh + "!";
|
||
else if (damage < 20) return "结果$n痛哼一声,在$p的$l造成一处瘀伤,造成" + sh + "!";
|
||
else if (damage < 30) return "结果一击命中,把$n打得痛得弯下腰去,造成" + sh + "!";
|
||
else if (damage < 40) return "结果$n闷哼了一声,脸上一阵青一阵白,显然受了点内伤,造成" + sh + "!";
|
||
else if (damage < 60) return "结果$n脸色一下变得惨白,昏昏沉沉接连退了好几步,造成" + sh + "!";
|
||
else if (damage < 75) return "结果重重地击中,$n「哇」地一声吐出一口鲜血,造成" + sh + "!";
|
||
else if (damage < 90) return "结果「轰」地一声,$n全身气血倒流,口中鲜血狂喷而出,造成" + sh + "!";
|
||
else return "结果只听见几声喀喀轻响,$n一声惨叫,像滩软泥般塌了下去,造成" + sh + "!!";
|
||
|
||
case WEAPON_TYPE.THROWING:
|
||
if (damage < 5) return "结果只是轻轻地划破$p的皮肉,造成" + sh + "。";
|
||
else if (damage < 10) return "结果在$p$l划出一道细长的血痕,造成" + sh + "!";
|
||
else if (damage < 20) return "结果「嗤」地一声划出一道伤口,造成" + sh + "!";
|
||
else if (damage < 40) return "结果「嗤」地一声划出一道血淋淋的伤口,造成" + sh + "!";
|
||
else if (damage < 80) return "结果「嗤」地一声划出一道又长又深的伤口,溅得$N满脸鲜血,造成" + sh + "!";
|
||
else return "结果只听见$n一声惨嚎,$T已在$p$l划出一道深及见骨的可怕伤口,造成" + sh + "!!";
|
||
default:
|
||
//if (damage < 10) return "结果只是勉强造成一处轻微伤害!";
|
||
//else if (damage < 20) return "结果造成轻微的伤害!";
|
||
//else if (damage < 30) return "结果造成一处伤害!";
|
||
//else if (damage < 50) return "结果造成一处严重伤害!";
|
||
//else if (damage < 60) return "结果造成颇为严重的伤害!!";
|
||
//else if (damage < 70) return "结果造成相当严重的伤害!!";
|
||
//else if (damage < 80) return "结果造成十分严重的伤害!!";
|
||
//else if (damage < 90) return "结果造成极其严重的伤害!!";
|
||
//else return "结果造成非常可怕的严重伤害!!";
|
||
return "<wht>结果造成" + sh + "。</wht>";
|
||
}
|
||
} |