Fixed Less Question in V0.6.1.0b7
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a2da7d46d7
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@ -22,10 +22,4 @@
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| - 美工:Naiyazi,龙蚊| - 美工:冷群怪,落白,Om9
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| - 美工:Naiyazi,龙蚊| - 美工:冷群怪,落白,Om9
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| - 音乐:Prohonor | - 测试协力:所有魔绫的测试人员 |
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| - 音乐:Prohonor | - 测试协力:所有魔绫的测试人员 |
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</div>
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</div>
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</div>
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@ -511,5 +511,7 @@ ui.changelist.mlpd.vm0_6_7_x_changes.bug_06x61=-V0.6.1-Beta5.3\n1.修复一些
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ui.changelist.mlpd.vm0_6_7_x_changes.bug_06x62=-V0.6.1-Beta6\n1.修复一些错误\n2.初始载入快捷栏可能有问题,请通过调整显示比列解决\n3.部分区域UI迭代更新
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ui.changelist.mlpd.vm0_6_7_x_changes.bug_06x62=-V0.6.1-Beta6\n1.修复一些错误\n2.初始载入快捷栏可能有问题,请通过调整显示比列解决\n3.部分区域UI迭代更新
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ui.changelist.mlpd.vm0_6_7_x_changes.bug_06x63=-V0.6.1-Beta7\n1.修复染血金币控制终端的一些小错误\n2.修复魔法坐标房间重复生成的问题
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//ui.changelist.mlpd.vm0_5_x_changes.xxx//
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//ui.changelist.mlpd.vm0_5_x_changes.xxx//
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@ -2116,7 +2116,7 @@ public class Hero extends Char {
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Buff.prolong(this, Bless.class, Bless.GODSPOERF);
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Buff.prolong(this, Bless.class, Bless.GODSPOERF);
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}
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}
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//监狱之水 祝福效果
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//监狱之水 祝福效果 水里隐身
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//如果是污泥浊水则触发Debuff
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//如果是污泥浊水则触发Debuff
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if(Dungeon.PrisonWaterLevel() && Dungeon.level.water[pos] && flying && Dungeon.isChallenged(AQUAPHOBIA)) {
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if(Dungeon.PrisonWaterLevel() && Dungeon.level.water[pos] && flying && Dungeon.isChallenged(AQUAPHOBIA)) {
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for (Buff buff : hero.buffs()) {
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for (Buff buff : hero.buffs()) {
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@ -69,9 +69,8 @@ public class LanFire extends NPC {
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hero.healIcehp(Math.max(0, 3));
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hero.healIcehp(Math.max(0, 3));
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GameScene.pickUp(chargrilledMeat, Dungeon.hero.pos);
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GameScene.pickUp(chargrilledMeat, Dungeon.hero.pos);
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chargrilledMeat.quantity(3).collect();
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chargrilledMeat.quantity(3).collect();
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mysteryMeat.detach(hero.belongings.backpack);
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mysteryMeat.quantity(mysteryMeat.quantity() - 3);
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mysteryMeat.detach(hero.belongings.backpack);
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//mysteryMeat.detach(hero.belongings.backpack);
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mysteryMeat.detach(hero.belongings.backpack);
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hero.spend(9f);
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hero.spend(9f);
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hero.busy();
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hero.busy();
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hero.sprite.operate(hero.pos);
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hero.sprite.operate(hero.pos);
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@ -67,20 +67,8 @@ public class MagicTorch extends MeleeWeapon {
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@Override
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@Override
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public void execute(Hero hero, String action) {
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public void execute(Hero hero, String action) {
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super.execute(hero, action);
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super.execute(hero, action);
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//当英雄使用魔法火把时,给英雄添加一个光环buff,光环buff会对周围的敌人造成伤害,
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if (AC_EQUIP.equals(action)) {
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// 伤害值为英雄的魔法火把的最大伤害值,持续时间为5回合,每回合造成一次伤害,伤害值为英雄的魔法火把的最大伤害值,光环buff的名称为“光环”
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Buff.affect(hero, MagicLight.class).set((100), 1);
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switch (action) {
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case AC_EQUIP:
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Buff.affect(hero, MagicLight.class).set((100), 1);
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break;
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case AC_UNEQUIP:
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doUnequip(hero, true);
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Buff.detach(hero, MagicLight.class);
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break;
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case AC_THROW:
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super.doThrow(hero);
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Buff.detach(hero, MagicLight.class);
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break;
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}
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}
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}
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}
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@ -138,13 +126,13 @@ public class MagicTorch extends MeleeWeapon {
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return false;
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return false;
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}
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}
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}
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}
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MagicTorch item = Dungeon.hero.belongings.getItem(MagicTorch.class);
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// MagicTorch item = Dungeon.hero.belongings.getItem(MagicTorch.class);
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@Override
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@Override
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public boolean act() {
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public boolean act() {
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if (target.isAlive()) {
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if (target.isAlive()) {
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spend(interval);
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spend(interval);
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if (level <= 0 || hero.belongings.weapon != item) {
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if (level <= 0 || !(hero.belongings.weapon instanceof MagicTorch)) {
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detach();
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detach();
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}
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}
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@ -181,7 +181,7 @@ public class ZeroLevel extends Level {
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god1.pos = (this.width * 28 + 30);
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god1.pos = (this.width * 28 + 30);
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mobs.add(god1);
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mobs.add(god1);
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if (!Badges.isUnlocked(Badges.Badge.NYZ_SHOP)){
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if (Badges.isUnlocked(Badges.Badge.NYZ_SHOP)){
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Nyz npc4= new Nyz();
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Nyz npc4= new Nyz();
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npc4.pos = (this.width * 28 + 7);
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npc4.pos = (this.width * 28 + 7);
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mobs.add(npc4);
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mobs.add(npc4);
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@ -49,6 +49,7 @@ import java.util.ArrayList;
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public class vM0_6_7_X_Changes {
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public class vM0_6_7_X_Changes {
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public static void addAllChanges(ArrayList<ChangeInfo> changeInfos) {
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public static void addAllChanges(ArrayList<ChangeInfo> changeInfos) {
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add_v0_6_34_Changes(changeInfos);
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add_v0_6_33_Changes(changeInfos);
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add_v0_6_33_Changes(changeInfos);
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add_v0_6_32_Changes(changeInfos);
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add_v0_6_32_Changes(changeInfos);
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add_v0_6_31_Changes(changeInfos);
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add_v0_6_31_Changes(changeInfos);
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@ -85,6 +86,32 @@ public class vM0_6_7_X_Changes {
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add_v0_6_0_Changes(changeInfos);
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add_v0_6_0_Changes(changeInfos);
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}
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}
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public static void add_v0_6_34_Changes( ArrayList<ChangeInfo> changeInfos ) {
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ChangeInfo changes = new ChangeInfo("v0.6.1.0-Beta7(P3)", true, "");
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changes.hardlight(Window.TITLE_COLOR);
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changeInfos.add(changes);
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changes = new ChangeInfo("改动", false, null);
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changes.hardlight(Window.CYELLOW);
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changeInfos.add(changes);
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Image issxsaxs =new LanFireSprites();
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issxsaxs.scale.set(PixelScene.align(0.8f));
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changes.addButton(new ChangeButton(issxsaxs, ("篝火系统V0.4"),
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("改进了篝火系统,现在可以将神秘的肉转换为烤肉,无需炼金能量,还能回复大量温度")));
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changes.addButton(new ChangeButton(new ItemSprite(ItemSpriteSheet.CHALLANEESICON_14), ("寒冷系统0.2测试版"),
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("寒冷值增加延迟时间增加")));
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changes.addButton(new ChangeButton(new NyzSprites(), ("奈亚子商店改动"),
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("0层的奈亚子商店进一步改进")));
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changes.addButton(new ChangeButton(new Image("sprites/spinner.png", 144, 0, 16, 16),
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Messages.get(ChangesScene.class, "bugfixes"), Messages.get(vM0_6_7_X_Changes.class, "bug_06X63")));
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}
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public static void add_v0_6_33_Changes( ArrayList<ChangeInfo> changeInfos ) {
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public static void add_v0_6_33_Changes( ArrayList<ChangeInfo> changeInfos ) {
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ChangeInfo changes = new ChangeInfo("v0.6.1.0-Beta6(P3)", true, "");
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ChangeInfo changes = new ChangeInfo("v0.6.1.0-Beta6(P3)", true, "");
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changes.hardlight(Window.TITLE_COLOR);
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changes.hardlight(Window.TITLE_COLOR);
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