Update 0.6.1.0 Beta5.36
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f74b452ce1
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@ -17,8 +17,8 @@ allprojects {
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appName = 'Magic Ling Pixel Dungeon'
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appName = 'Magic Ling Pixel Dungeon'
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appPackageName = 'com.ansdomagiclingpixeldungeon.ling'
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appPackageName = 'com.ansdomagiclingpixeldungeon.ling'
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appVersionCode =800857
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appVersionCode =800858
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appVersionName = '0.6.1.0-Beta5.35(P3)'
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appVersionName = '0.6.1.0-Beta5.36(P3)'
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appJavaCompatibility = JavaVersion.VERSION_1_8
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appJavaCompatibility = JavaVersion.VERSION_1_8
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@ -17,7 +17,7 @@ actors.mobs.bosses.dcrystal.desc=深蓝水晶将缓慢治愈宝箱之王,还
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actors.mobs.bosses.tpdoor.name=神秘传送门
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actors.mobs.bosses.tpdoor.name=神秘传送门
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actors.mobs.bosses.tpdoor.desc=神秘传送门的力量与拟态王有着千丝万缕的联系,摧毁它也许能对衪造成伤害。
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actors.mobs.bosses.tpdoor.desc=神秘传送门的力量与拟态王有着千丝万缕的联系,摧毁它也许能对衪造成伤害。
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actors.mobs.bosses.tpdoor.lowdamage=你对传送门造成的伤害太低了,或许需要更强的力量才能击破它。
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actors.mobs.bosses.tpdoor.lowdamage=你对传送门造成的伤害太低了,或许需要更强的力量才能击破它。(单次伤害至少20以上)
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actors.mobs.salamander.name=深蓝蝾螈
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actors.mobs.salamander.name=深蓝蝾螈
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actors.mobs.salamander.desc=来自森林的小生物,由于下方的邪恶力量侵蚀,它们已经由温顺变得凶猛。\n它们锋利的尾巴能穿透敌人,它们十分的聪明,且极其灵活,必须趁其不备将之杀掉。
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actors.mobs.salamander.desc=来自森林的小生物,由于下方的邪恶力量侵蚀,它们已经由温顺变得凶猛。\n它们锋利的尾巴能穿透敌人,它们十分的聪明,且极其灵活,必须趁其不备将之杀掉。
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@ -196,6 +196,7 @@ scenes.gamenewsscene$articlebutton.desc=恭喜!!!\n你的游戏版本为
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scenes.gamenewsscene$articlebutton.download=Π更新版本Π
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scenes.gamenewsscene$articlebutton.download=Π更新版本Π
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scenes.gamenewsscene$articlebutton.force_download=点我下载正版并关闭游戏
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scenes.gamenewsscene$articlebutton.force_download=点我下载正版并关闭游戏
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scenes.gamenewsscene$articlebutton.okay=继续游玩
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scenes.gamenewsscene$articlebutton.okay=继续游玩
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scenes.gamenewsscene$newsinfo.metered_network=当连接到一个流量计费的网络,比如移动数据时,为了保证你的话费,我们不会发送更新数据给你。\n\n请连接WIFI后再次尝试,现在可以点击下方继续游玩继续游戏。
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scenes.rankingsscene.title=最高纪录
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scenes.rankingsscene.title=最高纪录
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scenes.rankingsscene.total=游戏次数:
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scenes.rankingsscene.total=游戏次数:
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@ -54,7 +54,7 @@ public class DCrystal extends Mob {
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}
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}
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//困难模式+6血量 治疗血量翻倍
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//困难模式+6血量 治疗血量翻倍
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boss.HP = Math.min(Dungeon.isDIFFICULTY(HARD)?boss.HP+6 : boss.HP + 3, boss.HT/2);
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boss.HP = Math.min(Dungeon.isDIFFICULTY(HARD) ? boss.HP+6 : boss.HP + 3, boss.HT/2);
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if (boss.sprite.visible) boss.sprite.emitter().burst( Speck.factory( Speck.HEALING ), 1 );
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if (boss.sprite.visible) boss.sprite.emitter().burst( Speck.factory( Speck.HEALING ), 1 );
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//不符合的情况下给予3回合激素涌动
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//不符合的情况下给予3回合激素涌动
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@ -145,6 +145,7 @@ import com.shatteredpixel.shatteredpixeldungeon.items.weapon.melee.SkyShield;
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import com.shatteredpixel.shatteredpixeldungeon.items.weapon.melee.Spear;
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import com.shatteredpixel.shatteredpixeldungeon.items.weapon.melee.Spear;
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import com.shatteredpixel.shatteredpixeldungeon.items.weapon.melee.Sword;
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import com.shatteredpixel.shatteredpixeldungeon.items.weapon.melee.Sword;
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import com.shatteredpixel.shatteredpixeldungeon.items.weapon.melee.WarHammer;
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import com.shatteredpixel.shatteredpixeldungeon.items.weapon.melee.WarHammer;
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import com.shatteredpixel.shatteredpixeldungeon.items.weapon.melee.WashCrime;
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import com.shatteredpixel.shatteredpixeldungeon.items.weapon.melee.Whip;
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import com.shatteredpixel.shatteredpixeldungeon.items.weapon.melee.Whip;
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import com.shatteredpixel.shatteredpixeldungeon.items.weapon.melee.WornShortsword;
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import com.shatteredpixel.shatteredpixeldungeon.items.weapon.melee.WornShortsword;
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import com.shatteredpixel.shatteredpixeldungeon.items.weapon.missiles.Bolas;
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import com.shatteredpixel.shatteredpixeldungeon.items.weapon.missiles.Bolas;
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@ -396,10 +397,11 @@ public class Generator {
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WarHammer.class,
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WarHammer.class,
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Glaive.class,
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Glaive.class,
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Greataxe.class,
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Greataxe.class,
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Greatshield.class
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Greatshield.class,
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WashCrime.class
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};
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};
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WEP_T5.probs = new float[]{ 1, 3, 2, 3, 2, 3};
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WEP_T5.probs = new float[]{ 1, 3, 2, 3, 2, 3,2};
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WEP_T6.classes = new Class<?>[]{
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WEP_T6.classes = new Class<?>[]{
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IceFishSword.class,
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IceFishSword.class,
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@ -73,8 +73,8 @@ public class Item implements Bundlable {
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public int icon = -1; //used as an identifier for items with randomized images
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public int icon = -1; //used as an identifier for items with randomized images
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public boolean stackable = false;
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public boolean stackable = false;
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public int flasks;
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public int flasks;
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protected int quantity = 1;
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protected int quantity = 1;
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public boolean dropsDownHeap = false;
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public boolean dropsDownHeap = false;
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@ -457,6 +457,8 @@ public class ColdChestBossLevel extends Level {
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if (pro == MAZE_START && boss.HP <= 300) {
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if (pro == MAZE_START && boss.HP <= 300) {
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//动态修改整个房间 宝藏迷宫
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//动态修改整个房间 宝藏迷宫
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changeMap(EndMap);
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changeMap(EndMap);
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//在切换房间的时候立刻切换全新坐标
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setMapEnd();
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Buff.affect(boss, ChampionEnemy.Halo.class);
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Buff.affect(boss, ChampionEnemy.Halo.class);
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ScrollOfTeleportation.appear(boss,647);
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ScrollOfTeleportation.appear(boss,647);
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//玩家移动到初始位
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//玩家移动到初始位
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@ -526,7 +528,6 @@ public class ColdChestBossLevel extends Level {
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if (pro == VSYOU_START && boss.HP <= 100) {
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if (pro == VSYOU_START && boss.HP <= 100) {
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pro = WIN;
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pro = WIN;
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Buff.detach(boss, ChampionEnemy.Halo.class);
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Buff.detach(boss, ChampionEnemy.Halo.class);
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setMapEnd();
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}
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}
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}
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}
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}
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}
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