var items_296f5d02_12fd_4166_a7c1_b5e830c9ee3a = 
{
	"yellowKey": {
		"cls": "tools",
		"name": "黄钥匙",
		"text": "可以打开黄色的门",
		"hideInToolbox": true
	},
	"blueKey": {
		"cls": "tools",
		"name": "蓝钥匙",
		"text": "可以打开蓝色的门",
		"hideInToolbox": true
	},
	"redKey": {
		"cls": "tools",
		"name": "红钥匙",
		"text": "可以打开红色的门",
		"hideInToolbox": true
	},
	"redGem": {
		"cls": "items",
		"name": "红宝石",
		"text": "攻击+${core.values.redGem}",
		"itemEffect": "core.status.hero.atk += core.values.redGem * core.status.thisMap.ratio",
		"itemEffectTip": "，攻击+${core.values.redGem * core.status.thisMap.ratio}",
		"useItemEffect": "core.status.hero.atk += core.values.redGem",
		"canUseItemEffect": "true"
	},
	"blueGem": {
		"cls": "items",
		"name": "蓝宝石",
		"text": "，防御+${core.values.blueGem}",
		"itemEffect": "core.status.hero.def += core.values.blueGem * core.status.thisMap.ratio",
		"itemEffectTip": "，防御+${core.values.blueGem * core.status.thisMap.ratio}",
		"useItemEffect": "core.status.hero.def += core.values.blueGem",
		"canUseItemEffect": "true"
	},
	"greenGem": {
		"cls": "items",
		"name": "绿宝石",
		"text": "，敏捷+${core.values.greenGem}",
		"itemEffect": "core.status.hero.mdef += core.values.greenGem * core.status.thisMap.ratio",
		"itemEffectTip": "，敏捷+${core.values.greenGem * core.status.thisMap.ratio}",
		"useItemEffect": "core.status.hero.mdef += core.values.greenGem",
		"canUseItemEffect": "true"
	},
	"yellowGem": {
		"cls": "items",
		"name": "黄宝石",
		"text": "可选择加点类型",
		"itemEffect": "core.status.hero.atk += 5;\ncore.status.hero.def += 5;",
		"itemEffectTip": "攻防各+5",
		"useItemEvent": null,
		"canUseItemEffect": "true"
	},
	"redPotion": {
		"cls": "items",
		"name": "伤药",
		"text": "，生命+${core.values.redPotion}",
		"itemEffect": "core.status.hero.hp += core.values.redPotion * core.status.thisMap.ratio",
		"itemEffectTip": "，生命+${core.values.redPotion * core.status.thisMap.ratio}",
		"useItemEffect": "core.status.hero.hp += core.values.redPotion",
		"canUseItemEffect": "true"
	},
	"bluePotion": {
		"cls": "items",
		"name": "中级伤药",
		"text": "，生命+${core.values.bluePotion}",
		"itemEffect": "core.status.hero.hp += core.values.bluePotion * core.status.thisMap.ratio",
		"itemEffectTip": "，生命+${core.values.bluePotion * core.status.thisMap.ratio}",
		"useItemEffect": "core.status.hero.hp += core.values.bluePotion",
		"canUseItemEffect": "true"
	},
	"yellowPotion": {
		"cls": "items",
		"name": "特级伤药",
		"text": "，生命+${core.values.yellowPotion}",
		"itemEffect": "core.status.hero.hp += core.values.yellowPotion * core.status.thisMap.ratio",
		"itemEffectTip": "，生命+${core.values.yellowPotion * core.status.thisMap.ratio}",
		"useItemEffect": "core.status.hero.hp += core.values.yellowPotion",
		"canUseItemEffect": "true"
	},
	"greenPotion": {
		"cls": "items",
		"name": "高级伤药",
		"text": "，生命+${core.values.greenPotion}",
		"itemEffect": "core.status.hero.hp += core.values.greenPotion * core.status.thisMap.ratio",
		"itemEffectTip": "，生命+${core.values.greenPotion * core.status.thisMap.ratio}",
		"useItemEffect": "core.status.hero.hp += core.values.greenPotion",
		"canUseItemEffect": "true"
	},
	"sword0": {
		"cls": "items",
		"name": "短剑",
		"text": "一把很普通的短剑, 破防临界+1",
		"equip": {
			"type": 0,
			"animate": "swordN",
			"value": {
				"atk": 8
			},
			"percentage": {},
			"equipEvent": [
				{
					"type": "setValue",
					"name": "flag:atkm",
					"operator": "+=",
					"value": "3"
				}
			],
			"unequipEvent": [
				{
					"type": "setValue",
					"name": "flag:atkm",
					"operator": "-=",
					"value": "3"
				}
			]
		},
		"itemEffect": "core.status.hero.atk += 5\ncore.setFlag('atkm', core.getFlag('atkm') + 1);",
		"itemEffectTip": "，攻击+5, 破防临界1",
		"canUseItemEffect": "true"
	},
	"sword1": {
		"cls": "items",
		"name": "铁剑",
		"text": "一把很普通的铁剑, 破防临界+2",
		"equip": {
			"type": 0,
			"animate": "swordN",
			"value": {
				"atk": 10
			},
			"percentage": {},
			"equipEvent": [
				{
					"type": "setValue",
					"name": "flag:atkm",
					"operator": "+=",
					"value": "8"
				}
			],
			"unequipEvent": [
				{
					"type": "setValue",
					"name": "flag:atkm",
					"operator": "-=",
					"value": "8"
				}
			]
		},
		"itemEffect": "core.status.hero.atk += 8\ncore.setFlag('atkm', core.getFlag('atkm') + 2);",
		"itemEffectTip": "，攻击+8, 破防临界+2",
		"canUseItemEffect": "true"
	},
	"sword2": {
		"cls": "items",
		"name": "长剑",
		"text": "一把很普通的长剑, 破防临界+5",
		"equip": {
			"type": 0,
			"animate": "g9",
			"value": {
				"atk": 30
			},
			"percentage": {},
			"equipEvent": [
				{
					"type": "setValue",
					"name": "flag:atkm",
					"operator": "+=",
					"value": "20"
				}
			],
			"unequipEvent": [
				{
					"type": "setValue",
					"name": "flag:atkm",
					"operator": "-=",
					"value": "20"
				}
			]
		},
		"itemEffect": "core.status.hero.atk += 16\ncore.setFlag('atkm', core.getFlag('atkm') + 5);",
		"itemEffectTip": "，攻击+16, 破防临界+5",
		"canUseItemEffect": "true"
	},
	"sword3": {
		"cls": "items",
		"name": "宝石剑",
		"text": "一把很普通的宝石剑, 破防临界+7。",
		"equip": {
			"type": 0,
			"animate": "g10",
			"value": {
				"atk": 62
			},
			"percentage": {},
			"equipEvent": [
				{
					"type": "setValue",
					"name": "flag:atkm",
					"operator": "+=",
					"value": "35"
				}
			],
			"unequipEvent": [
				{
					"type": "setValue",
					"name": "flag:atkm",
					"operator": "-=",
					"value": "35"
				}
			]
		},
		"itemEffect": "core.status.hero.atk += 30\ncore.setFlag('atkm', core.getFlag('atkm') + 7);",
		"itemEffectTip": "，攻击+30, 破防临界+7",
		"canUseItemEffect": "true"
	},
	"sword4": {
		"cls": "items",
		"name": "灵光剑",
		"text": "一把很普通的灵光剑, 破防临界+10",
		"equip": {
			"type": 0,
			"animate": "g3-cri",
			"value": {
				"atk": 110
			},
			"percentage": {},
			"equipEvent": [
				{
					"type": "setValue",
					"name": "flag:atkm",
					"operator": "+=",
					"value": "55"
				}
			],
			"unequipEvent": [
				{
					"type": "setValue",
					"name": "flag:atkm",
					"operator": "-=",
					"value": "55"
				}
			]
		},
		"itemEffect": "core.status.hero.atk += 40\ncore.setFlag('atkm', core.getFlag('atkm') + 20);",
		"itemEffectTip": "，攻击+40, 破防临界+20",
		"canUseItemEffect": "true"
	},
	"sword5": {
		"cls": "items",
		"name": "勇者之剑",
		"text": "一把很普通的勇者之剑, 破防临界+40。",
		"equip": {
			"type": 0,
			"animate": "axe",
			"value": {
				"atk": 180
			},
			"percentage": {},
			"equipEvent": [
				{
					"type": "setValue",
					"name": "flag:atkm",
					"operator": "+=",
					"value": "120"
				}
			],
			"unequipEvent": [
				{
					"type": "setValue",
					"name": "flag:atkm",
					"operator": "-=",
					"value": "120"
				}
			]
		},
		"itemEffect": "core.status.hero.atk += 50\ncore.setFlag('atkm', core.getFlag('atkm') + 65);",
		"itemEffectTip": "，攻击+50, 破防临界+65",
		"canUseItemEffect": "true"
	},
	"shield0": {
		"cls": "items",
		"name": "小盾",
		"text": "一个很普通的小盾, 防御临界15",
		"equip": {
			"type": 1,
			"value": {
				"def": 7
			},
			"percentage": {},
			"equipEvent": [
				{
					"type": "setValue",
					"name": "flag:defm",
					"value": "35"
				}
			]
		},
		"itemEffect": "core.status.hero.def += 3\ncore.setFlag('defm', Math.min(core.getFlag('defm'), 15));",
		"itemEffectTip": "，防御+3, 防御临界15",
		"canUseItemEffect": "true"
	},
	"shield1": {
		"cls": "items",
		"name": "铁盾",
		"text": "一个很普通的铁盾, 防御临界10",
		"equip": {
			"type": 1,
			"value": {
				"def": 10
			},
			"percentage": {},
			"equipEvent": [
				{
					"type": "setValue",
					"name": "flag:defm",
					"value": "30"
				}
			]
		},
		"itemEffect": "core.status.hero.def += 13\ncore.setFlag('defm', Math.min(core.getFlag('defm'), 10));",
		"itemEffectTip": "，防御+13, 防御临界10",
		"canUseItemEffect": "true"
	},
	"shield2": {
		"cls": "items",
		"name": "光之盾",
		"text": "一个很普通的光之盾, 防御临界7",
		"equip": {
			"type": 1,
			"value": {
				"def": 30
			},
			"percentage": {},
			"equipEvent": [
				{
					"type": "setValue",
					"name": "flag:defm",
					"value": "25"
				}
			]
		},
		"itemEffect": "core.status.hero.def += 22\ncore.setFlag('defm', Math.min(core.getFlag('defm'), 7));",
		"itemEffectTip": "，防御+22, 防御临界7",
		"canUseItemEffect": "true"
	},
	"shield3": {
		"cls": "items",
		"name": "皮革之盾",
		"text": "一个很普通的皮革盾, 防御临界12",
		"equip": {
			"type": 1,
			"value": {
				"def": 62
			},
			"percentage": {},
			"equipEvent": [
				{
					"type": "setValue",
					"name": "flag:defm",
					"value": "15"
				}
			]
		},
		"itemEffect": "core.status.hero.def += 7\ncore.setFlag('defm', Math.min(core.getFlag('defm'), 12));",
		"itemEffectTip": "，防御+7, 防御临界12",
		"canUseItemEffect": "true"
	},
	"shield4": {
		"cls": "items",
		"name": "圣光十字盾",
		"text": "一个很普通的圣光十字盾, 防御临界5",
		"equip": {
			"type": 1,
			"value": {
				"mdef": 30,
				"def": 107
			},
			"percentage": {},
			"equipEvent": [
				{
					"type": "setValue",
					"name": "flag:defm",
					"value": "10"
				}
			]
		},
		"itemEffect": "core.status.hero.def += 35\ncore.setFlag('defm', Math.min(core.getFlag('defm'), 5));",
		"itemEffectTip": "，防御+35, 防御临界5",
		"canUseItemEffect": "true"
	},
	"shield5": {
		"cls": "items",
		"name": "勇者之盾",
		"text": "一个很普通的勇者之盾, 免疫阻激夹域, 防御临界1。",
		"equip": {
			"type": 1,
			"value": {
				"mdef": 80,
				"def": 170
			},
			"percentage": {},
			"equipEvent": [
				{
					"type": "setValue",
					"name": "flag:defm",
					"value": "5"
				},
				{
					"type": "setValue",
					"name": "flag:no_zone",
					"value": "true"
				},
				{
					"type": "setValue",
					"name": "flag:no_repulse",
					"value": "true"
				},
				{
					"type": "setValue",
					"name": "flag:no_laser",
					"value": "true"
				},
				{
					"type": "setValue",
					"name": "flag:no_betweenAttack",
					"value": "true"
				}
			],
			"unequipEvent": [
				{
					"type": "setValue",
					"name": "flag:defm",
					"value": "40"
				},
				{
					"type": "setValue",
					"name": "flag:no_zone",
					"value": "false"
				},
				{
					"type": "setValue",
					"name": "flag:no_repulse",
					"value": "false"
				},
				{
					"type": "setValue",
					"name": "flag:no_laser",
					"value": "false"
				},
				{
					"type": "setValue",
					"name": "flag:no_betweenAttack",
					"value": "false"
				}
			]
		},
		"itemEffect": "core.status.hero.def += 40;\ncore.setFlag('defm', Math.min(core.getFlag('defm'), 1));",
		"itemEffectTip": "，防御+40, 防御临界1。",
		"canUseItemEffect": "true"
	},
	"superPotion": {
		"cls": "tools",
		"name": "圣水",
		"itemEffect": "core.status.hero.hp *= 2",
		"itemEffectTip": "，生命加7,4倍攻防和",
		"useItemEffect": "var hp = Math.round(7.4 * core.status.hero.atk + 7.4 * core.status.hero.def)\ncore.status.hero.hp += hp;\ncore.insertAction([\n\t{ \"type\": \"playSound\", \"name\": \"item.mp3\" },\n\t{ \"type\": \"tip\", \"text\": \"使用圣水，增加 \" + hp + \" 生命\" },\n]);",
		"canUseItemEffect": "true",
		"text": "生命加7,4倍攻防和"
	},
	"book": {
		"cls": "constants",
		"name": "み描",
		"text": "可以查看怪物能力。",
		"hideInToolbox": true,
		"useItemEffect": "core.ui.drawBook(0);",
		"canUseItemEffect": "true"
	},
	"fly": {
		"cls": "constants",
		"name": "黄金色羽根",
		"text": "可以前往已经到达过的非禁飞地点或楼层。",
		"hideInReplay": true,
		"hideInToolbox": true,
		"useItemEffect": "core.ui.drawFly(core.floorIds.indexOf(core.status.floorId));",
		"canUseItemEffect": "(function () {\n\tif (core.flags.flyNearStair && !core.nearStair()) return false;\n\treturn core.status.maps[core.status.floorId].canFlyFrom;\n})();"
	},
	"coin": {
		"cls": "constants",
		"name": "幸运金币",
		"text": "持有时打败怪物金币提高100%",
		"equip": {
			"type": 0,
			"value": {},
			"percentage": {}
		}
	},
	"freezeBadge": {
		"cls": "constants",
		"name": "霜之结晶",
		"text": "熔岩血网伤害减少到只剩下20。",
		"useItemEffect": "(function () {\n\tvar success = false;\n\n\tvar snowFourDirections = true; // 是否多方向雪花；如果是将其改成true\n\tif (snowFourDirections) {\n\t\t// 多方向雪花\n\t\tfor (var direction in core.utils.scan) { // 多方向雪花默认四方向，如需改为八方向请将这两个scan改为scan2\n\t\t\tvar delta = core.utils.scan[direction];\n\t\t\tvar nx = core.getHeroLoc('x') + delta.x,\n\t\t\t\tny = core.getHeroLoc('y') + delta.y;\n\t\t\tif (core.getBlockId(nx, ny) == 'lava') {\n\t\t\t\tcore.removeBlock(nx, ny);\n\t\t\t\tsuccess = true;\n\t\t\t}\n\t\t}\n\t} else {\n\t\tif (core.getBlockId(core.nextX(), core.nextY()) == 'lava') {\n\t\t\tcore.removeBlock(core.nextX(), core.nextY());\n\t\t\tsuccess = true;\n\t\t}\n\t}\n\n\tif (success) {\n\t\tcore.playSound('打开界面');\n\t\tcore.drawTip(core.material.items[itemId].name + '使用成功', itemId);\n\t} else {\n\t\tcore.playSound('操作失败');\n\t\tcore.drawTip(\"当前无法使用\" + core.material.items[itemId].name, itemId);\n\t\tcore.addItem(itemId, 1);\n\t\treturn;\n\t}\n})();",
		"canUseItemEffect": "false"
	},
	"cross": {
		"cls": "items",
		"name": "十字架",
		"text": "气息上限+5。",
		"hideInReplay": false,
		"useItemEffect": "core.status.hero.manamax += 5",
		"canUseItemEffect": "true",
		"itemEffect": "core.status.hero.manamax += 5",
		"itemEffectTip": "气息上限+5"
	},
	"dagger": {
		"cls": "tools",
		"name": "神剑之证",
		"text": "可将斜眼史莱姆伯伯变成普通法师史莱姆, 打败法师史莱姆后即可解除禁飞。",
		"useItemEffect": "core.insertAction([{ \"type\": \"setBlock\", \"number\": 529, \"loc\": [core.nextX(), core.nextY()] }])",
		"canUseItemEffect": "(core.enemyExists(core.nextX(), core.nextY()) && core.getBlockId(core.nextX(), core.nextY()) == \"E526\") || (core.getBlockId(core.nextX(), core.nextY()) == \"princess\" && core.status.floorId == \"MT54\")"
	},
	"amulet": {
		"cls": "constants",
		"name": "护符",
		"text": "免疫毒衰血网。"
	},
	"bigKey": {
		"cls": "items",
		"name": "锁匙盒",
		"text": "所有钥匙+1",
		"itemEffect": "core.addItem('yellowKey', 1);\ncore.addItem('blueKey', 1);\ncore.addItem('redKey', 1);",
		"itemEffectTip": "，全钥匙+1",
		"useItemEffect": "(function () {\n\tvar actions = core.searchBlock(\"yellowDoor\").map(function (block) {\n\t\treturn { \"type\": \"openDoor\", \"loc\": [block.x, block.y], \"async\": true };\n\t});\n\tactions.push({ \"type\": \"waitAsync\" });\n\tactions.push({ \"type\": \"tip\", \"text\": core.material.items[itemId].name + \"使用成功\" });\n\tcore.insertAction(actions);\n})();",
		"canUseItemEffect": "(function () {\n\treturn core.searchBlock('yellowDoor').length > 0;\n})();"
	},
	"greenKey": {
		"cls": "tools",
		"name": "绿钥匙",
		"text": "可以打开绿色的门"
	},
	"steelKey": {
		"cls": "tools",
		"name": "铁门钥匙",
		"text": "可以打开铁门"
	},
	"pickaxe": {
		"cls": "tools",
		"name": "破墙镐",
		"text": "可以破坏面前棕色、灰色、灰绿色的非建筑物承重墙体和草坪, 也有特别作用(价值500金币), 但这个作用似乎需要放到某个密室中的锄头标记祭台上。",
		"useItemEffect": "(function () {\n\tvar canBreak = function (x, y) {\n\t\tvar block = core.getBlock(x, y);\n\t\tif (block == null || block.disable) return false;\n\t\treturn block.event.canBreak;\n\t};\n\n\tvar success = false;\n\tvar pickaxeFourDirections = false; // 是否多方向破；如果是将其改成true\n\tif (pickaxeFourDirections) {\n\t\t// 多方向破\n\t\tfor (var direction in core.utils.scan) { // 多方向破默认四方向，如需改成八方向请将这两个scan改为scan2\n\t\t\tvar delta = core.utils.scan[direction];\n\t\t\tvar nx = core.getHeroLoc('x') + delta.x,\n\t\t\t\tny = core.getHeroLoc('y') + delta.y;\n\t\t\tif (canBreak(nx, ny)) {\n\t\t\t\tcore.removeBlock(nx, ny);\n\t\t\t\tsuccess = true;\n\t\t\t}\n\t\t}\n\t} else {\n\t\t// 仅破当前\n\t\tif (canBreak(core.nextX(), core.nextY())) {\n\t\t\tcore.removeBlock(core.nextX(), core.nextY());\n\t\t\tsuccess = true;\n\t\t}\n\t}\n\n\tif (success) {\n\t\tcore.playSound('破墙镐');\n\t\tcore.drawTip(core.material.items[itemId].name + '使用成功', itemId);\n\t} else {\n\t\t// 无法使用\n\t\tcore.playSound('操作失败');\n\t\tcore.drawTip(\"当前无法使用\" + core.material.items[itemId].name, itemId);\n\t\tcore.addItem(itemId, 1);\n\t\treturn;\n\t}\n})();",
		"canUseItemEffect": "true"
	},
	"icePickaxe": {
		"cls": "tools",
		"name": "宝石锄头",
		"text": "大伯伯最喜欢宝石了, 也许可以拿来喂给他吃。",
		"useItemEffect": "(function () {\n\tcore.drawTip(core.material.items[itemId].name + '使用成功', itemId);\n\tcore.insertAction({ \"type\": \"openDoor\", \"loc\": [\"core.nextX()\", \"core.nextY()\"] });\n})();",
		"canUseItemEffect": "(function () {\n\treturn core.getBlockId(core.nextX(), core.nextY()) == 'ice';\n})();"
	},
	"bomb": {
		"cls": "tools",
		"name": "炸弹",
		"text": "可以炸掉勇士周围十字的怪物, 如果怪物有复生属性则属性不会触发, 但是会触发事件(如机关门)。",
		"useItemEffect": "(function () {\n\tvar bombList = []; // 炸掉的怪物坐标列表\n\tvar todo = []; // 炸弹后事件\n\tvar money = 0,\n\t\texp = 0; // 炸弹获得的金币和经验\n\n\tvar canBomb = function (x, y) {\n\t\tvar block = core.getBlock(x, y);\n\t\tif (block == null || block.disable || block.event.cls.indexOf('enemy') != 0) return false;\n\t\tvar enemy = core.material.enemys[block.event.id];\n\t\treturn enemy && !enemy.notBomb;\n\t};\n\n\tvar bomb = function (x, y) {\n\t\tif (!canBomb(x, y)) return;\n\t\tbombList.push([x, y]);\n\t\tvar id = core.getBlockId(x, y),\n\t\t\tenemy = core.material.enemys[id];\n\t\tmoney += core.getEnemyValue(enemy, 'money', x, y) || 0;\n\t\texp += core.getEnemyValue(enemy, 'exp', x, y) || 0;\n\t\tcore.push(todo, core.floors[core.status.floorId].afterBattle[x + \",\" + y]);\n\t\tcore.push(todo, enemy.afterBattle);\n\t\tcore.removeBlock(x, y);\n\t}\n\n\t// 如果要多方向可炸，把这里的false改成true\n\tif (true) {\n\t\tvar scan = core.utils.scan; // 多方向炸时默认四方向，如果要改成八方向炸可以改成 core.utils.scan2\n\t\tfor (var direction in scan) {\n\t\t\tvar delta = scan[direction];\n\t\t\tbomb(core.getHeroLoc('x') + delta.x, core.getHeroLoc('y') + delta.y);\n\t\t}\n\t} else {\n\t\t// 仅炸当前\n\t\tbomb(core.nextX(), core.nextY());\n\t}\n\n\tif (bombList.length == 0) {\n\t\tcore.playSound('操作失败');\n\t\tcore.drawTip('当前无法使用' + core.material.items[itemId].name, itemId);\n\t\tcore.addItem(itemId, 1);\n\t\treturn;\n\t}\n\n\tcore.playSound('炸弹');\n\tcore.drawTip(core.material.items[itemId].name + '使用成功', itemId);\n\n\t// 取消这里的注释可以炸弹后获得金币和经验\n\tcore.status.hero.money += money;\n\tcore.status.hero.exp += exp;\n\n\t// 取消这里的注释可以炸弹引发战后事件\n\tif (todo.length > 0) core.insertAction(todo);\n\n})();",
		"canUseItemEffect": "true"
	},
	"centerFly": {
		"cls": "tools",
		"name": "中心对称飞行器",
		"text": "可以飞到楼层的对称位置。",
		"useItemEffect": "core.playSound('centerFly.mp3');\ncore.clearMap('hero');\ncore.setHeroLoc('x', core.bigmap.width - 1 - core.getHeroLoc('x'));\ncore.setHeroLoc('y', core.bigmap.height - 1 - core.getHeroLoc('y'));\ncore.drawHero();\ncore.drawTip(core.material.items[itemId].name + '使用成功');",
		"canUseItemEffect": "(function () {\n\tvar toX = core.bigmap.width - 1 - core.getHeroLoc('x'),\n\t\ttoY = core.bigmap.height - 1 - core.getHeroLoc('y');\n\tvar id = core.getBlockId(toX, toY);\n\treturn id == null;\n})();"
	},
	"upFly": {
		"cls": "tools",
		"name": "升华之翼",
		"text": "可以飞往楼上的相同位置。",
		"useItemEffect": "(function () {\n\tvar floorId = core.floorIds[core.floorIds.indexOf(core.status.floorId) + 1];\n\tif (core.status.event.id == 'action') {\n\t\tcore.insertAction([\n\t\t\t{ \"type\": \"changeFloor\", \"loc\": [core.getHeroLoc('x'), core.getHeroLoc('y')], \"floorId\": floorId },\n\t\t\t{ \"type\": \"tip\", \"text\": core.material.items[itemId].name + '使用成功' }\n\t\t]);\n\t} else {\n\t\tcore.changeFloor(floorId, null, core.status.hero.loc, null, function () {\n\t\t\tcore.drawTip(core.material.items[itemId].name + '使用成功');\n\t\t\tcore.replay();\n\t\t});\n\t}\n})();",
		"canUseItemEffect": "(function () {\n\tvar floorId = core.status.floorId,\n\t\tindex = core.floorIds.indexOf(floorId);\n\tif (core.status.floorId == \"MT64\" || core.status.floorId == \"MT40\" || core.status.floorId == \"MT30\" || core.status.floorId == \"MT21\" || core.status.floorId == \"MT13\" || core.status.floorId == \"MT5\") {\n\t\treturn false;\n\t}\n\tif (index < core.floorIds.length - 1) {\n\t\tvar toId = core.floorIds[index + 1],\n\t\t\ttoX = core.getHeroLoc('x'),\n\t\t\ttoY = core.getHeroLoc('y');\n\t\tvar mw = core.floors[toId].width,\n\t\t\tmh = core.floors[toId].height;\n\t\tif (toX >= 0 && toX < mw && toY >= 0 && toY < mh && core.getBlock(toX, toY, toId) == null) {\n\t\t\treturn true;\n\t\t}\n\t}\n\treturn false;\n})();"
	},
	"downFly": {
		"cls": "tools",
		"name": "降临之翼",
		"text": "可以飞往楼下的相同位置",
		"useItemEffect": "(function () {\n\tvar floorId = core.floorIds[core.floorIds.indexOf(core.status.floorId) - 1];\n\tif (core.status.event.id == 'action') {\n\t\tcore.insertAction([\n\t\t\t{ \"type\": \"changeFloor\", \"loc\": [core.getHeroLoc('x'), core.getHeroLoc('y')], \"floorId\": floorId },\n\t\t\t{ \"type\": \"tip\", \"text\": core.material.items[itemId].name + '使用成功' }\n\t\t]);\n\t} else {\n\t\tcore.changeFloor(floorId, null, core.status.hero.loc, null, function () {\n\t\t\tcore.drawTip(core.material.items[itemId].name + '使用成功');\n\t\t\tcore.replay();\n\t\t});\n\t}\n})();",
		"canUseItemEffect": "(function () {\n\tif (core.status.floorId == \"MT66\" || core.status.floorId == \"MT65\" || core.status.floorId == \"MT31\" || core.status.floorId == \"MT22\" || core.status.floorId == \"MT14\" || core.status.floorId == \"MT6\") {\n\t\treturn false;\n\t}\n\tvar floorId = core.status.floorId,\n\t\tindex = core.floorIds.indexOf(floorId);\n\tif (index > 0) {\n\t\tvar toId = core.floorIds[index - 1],\n\t\t\ttoX = core.getHeroLoc('x'),\n\t\t\ttoY = core.getHeroLoc('y');\n\t\tvar mw = core.floors[toId].width,\n\t\t\tmh = core.floors[toId].height;\n\t\tif (toX >= 0 && toX < mw && toY >= 0 && toY < mh && core.getBlock(toX, toY, toId) == null) {\n\t\t\treturn true;\n\t\t}\n\t}\n\treturn false;\n})();"
	},
	"earthquake": {
		"cls": "tools",
		"name": "地震卷轴",
		"text": "可以破坏一整层的墙体",
		"useItemEffect": "(function () {\n\tvar indexes = [];\n\tfor (var index in core.status.thisMap.blocks) {\n\t\tvar block = core.status.thisMap.blocks[index];\n\t\tif (!block.disable && block.event.canBreak) {\n\t\t\tindexes.push(index);\n\t\t}\n\t}\n\tcore.removeBlockByIndexes(indexes);\n\tcore.redrawMap();\n\tcore.playSound('炸弹');\n\tcore.drawTip(core.material.items[itemId].name + '使用成功');\n})();",
		"canUseItemEffect": "(function () {\n\treturn core.status.thisMap.blocks.filter(function (block) {\n\t\treturn !block.disable && block.event.canBreak;\n\t}).length > 0;\n})();"
	},
	"poisonWine": {
		"cls": "tools",
		"name": "解毒剂",
		"text": "可以解除中毒",
		"useItemEffect": "core.triggerDebuff('remove', 'poison');",
		"canUseItemEffect": "core.hasFlag('poison');"
	},
	"weakWine": {
		"cls": "tools",
		"name": "火酒",
		"text": "可以解除衰弱",
		"useItemEffect": "core.triggerDebuff('remove', 'weak');",
		"canUseItemEffect": "core.hasFlag('weak');"
	},
	"curseWine": {
		"cls": "tools",
		"name": "解咒药水",
		"text": "可以解除诅咒状态",
		"useItemEffect": "core.triggerDebuff('remove', 'curse');",
		"canUseItemEffect": "core.hasFlag('curse');"
	},
	"superWine": {
		"cls": "tools",
		"name": "万能药水",
		"text": "可以解除所有不良状态",
		"useItemEffect": "core.triggerDebuff('remove', ['poison', 'weak', 'curse']);",
		"canUseItemEffect": "(function() {\n\treturn core.hasFlag('poison') || core.hasFlag('weak') || core.hasFlag('curse');\n})();"
	},
	"hammer": {
		"cls": "constants",
		"name": "结晶盾",
		"text": "可以打开或者关闭技能结晶盾, 冻结对方1个回合并减小5个回合33%伤害, 但不减小吸血和血秘术伤害, 消耗100点气息, 快捷键2。",
		"canUseItemEffect": "true",
		"hideInReplay": true,
		"useItemEffect": "(function () {\n\tvar skillValue = 5; // 技能的flag:skill值，可用于当前开启技能的判定；对于新技能可以依次改成2，3等等\n\tvar skillNeed = 100; // 技能的需求\n\tvar skillName = '结晶盾'; // 技能的名称\n\n\tif (core.getFlag('skill', 0) != skillValue) { // 判断当前是否已经开了技能\n\t\tif (core.getStatus('mana') >= skillNeed) { // 这里要写当前能否开技能的条件判断，比如魔力值至少要多少\n\t\t\tcore.playSound('打开界面');\n\t\t\tcore.setFlag('skill', skillValue); // 开技能4\n\t\t\tcore.setFlag('skillName', skillName); // 设置技能名\n\t\t} else {\n\t\t\tcore.playSound('操作失败');\n\t\t\tcore.drawTip('气息不足，无法开启技能');\n\t\t}\n\t} else { // 关闭技能\n\t\tcore.setFlag('skill', 0); // 关闭技能状态\n\t\tcore.setFlag('skillName', '无');\n\t}\n})();"
	},
	"lifeWand": {
		"cls": "tools",
		"name": "生命魔杖",
		"text": "可以恢复生命值=攻防和, 快捷键4。",
		"useItemEvent": null,
		"canUseItemEffect": "true",
		"useItemEffect": "var hpl = Math.round(core.status.hero.atk + core.status.hero.def)\ncore.status.hero.hp += hpl;\ncore.insertAction([\n\t{ \"type\": \"playSound\", \"name\": \"item.mp3\" },\n\t{ \"type\": \"tip\", \"text\": \"使用生命魔杖，增加 \" + hpl + \" 生命\" },\n]);"
	},
	"jumpShoes": {
		"cls": "tools",
		"name": "跳跃靴",
		"text": "可以跳到勇士前方两格。",
		"useItemEffect": "core.playSound(\"跳跃\");\ncore.insertAction({ \"type\": \"jumpHero\", \"loc\": [core.nextX(2), core.nextY(2)] });",
		"canUseItemEffect": "(function () {\n\tvar nx = core.nextX(2),\n\t\tny = core.nextY(2);\n\treturn nx >= 0 && nx < core.bigmap.width && ny >= 0 && ny < core.bigmap.height && core.getBlockId(nx, ny) == null;\n})();"
	},
	"skill1": {
		"cls": "constants",
		"name": "勇者之证",
		"text": "伤害提高1%*(等级-1)。",
		"hideInReplay": true,
		"useItemEffect": "",
		"canUseItemEffect": "true"
	},
	"wand": {
		"cls": "items",
		"name": "智慧权杖",
		"useItemEvent": null,
		"itemEffect": "core.status.hero.hp += 500;\ncore.status.hero.atk += 5;\ncore.status.hero.def += 5;\ncore.status.hero.lv += 1;",
		"text": "血量+500, 等级+1, 攻防+5。"
	},
	"pack": {
		"cls": "items",
		"name": "钱袋",
		"itemEffect": "core.status.hero.money += 200",
		"itemEffectTip": "，金币+200"
	},
	"sj111": {
		"cls": "items",
		"name": "英雄权杖",
		"canUseItemEffect": "true",
		"itemEffect": "core.status.hero.hp += 500;\ncore.status.hero.atk += 0;\ncore.status.hero.def += 0;\ncore.status.hero.mdef += 0;",
		"useItemEvent": [
			{
				"type": "choices",
				"choices": [
					{
						"text": "等级+1, 均匀(攻防各3)",
						"action": [
							{
								"type": "setValue",
								"name": "status:lv",
								"operator": "+=",
								"value": "1"
							},
							{
								"type": "setValue",
								"name": "status:manamax",
								"operator": "+=",
								"value": "10"
							},
							{
								"type": "setValue",
								"name": "status:atk",
								"operator": "+=",
								"value": "3"
							},
							{
								"type": "setValue",
								"name": "status:def",
								"operator": "+=",
								"value": "3"
							}
						]
					},
					{
						"text": "等级+1, 攻击(6攻)",
						"action": [
							{
								"type": "setValue",
								"name": "status:lv",
								"operator": "+=",
								"value": "1"
							},
							{
								"type": "setValue",
								"name": "status:manamax",
								"operator": "+=",
								"value": "10"
							},
							{
								"type": "setValue",
								"name": "status:atk",
								"operator": "+=",
								"value": "6"
							}
						]
					},
					{
						"text": "等级+1, 防御(6防)",
						"action": [
							{
								"type": "setValue",
								"name": "status:lv",
								"operator": "+=",
								"value": "1"
							},
							{
								"type": "setValue",
								"name": "status:manamax",
								"operator": "+=",
								"value": "10"
							},
							{
								"type": "setValue",
								"name": "status:def",
								"operator": "+=",
								"value": "6"
							}
						]
					}
				]
			}
		],
		"text": "触碰提升500血, 后可以选择提升属性。"
	},
	"adm200": {
		"cls": "items",
		"name": "大银币",
		"canUseItemEffect": null,
		"itemEffect": "core.status.hero.money += 50",
		"itemEffectTip": "，金币+50"
	},
	"I338": {
		"cls": "constants",
		"name": "臸猭玛巴",
		"canUseItemEffect": null,
		"text": "奇怪的物品。请回出生点找兽人公主。"
	},
	"I339": {
		"cls": "tools",
		"name": "随意门",
		"canUseItemEffect": "var can = false;\nvar next = core.getBlockId(core.nextX(), core.nextY());\nif (next == \"lavaNet\" || next == \"curseNet\" || next == \"T615\" || next == \"ice\" || next == \"T575\") can = true;",
		"text": "可以将颜色不一样的墙体、血网和冰块变成黄门。",
		"useItemEvent": null,
		"useItemEffect": "core.insertAction([{ \"type\": \"setBlock\", \"number\": 81, \"loc\": [core.nextX(), core.nextY()] }])"
	},
	"I340": {
		"cls": "items",
		"name": "新物品",
		"canUseItemEffect": "true"
	},
	"I341": {
		"cls": "tools",
		"name": "魔力魔杖",
		"canUseItemEffect": "true",
		"text": "可以恢复生命值=攻防护盾和",
		"itemEffect": null,
		"useItemEffect": "var hpl = Math.round(core.status.hero.atk + core.status.hero.def + core.status.hero.mdef)\ncore.status.hero.hp += hpl;\ncore.insertAction([\n\t{ \"type\": \"playSound\", \"name\": \"item.mp3\" },\n\t{ \"type\": \"tip\", \"text\": \"使用魔力魔杖，增加 \" + hpl + \" 生命\" },\n]);"
	},
	"I342": {
		"cls": "constants",
		"name": "贤者之证",
		"canUseItemEffect": "true",
		"text": "减伤=等级*敏捷, 可以被减少为负数。",
		"hideInReplay": true,
		"useItemEffect": ""
	},
	"I343": {
		"cls": "constants",
		"name": "霸者之证",
		"canUseItemEffect": "true",
		"useItemEffect": "",
		"text": "破防等级%, 如果自身攻击大于等于敌人原始防御则伤害+自身等级(无视防御力和特殊属性); 霸者之证的两种效果均对魔法师无效。",
		"hideInReplay": true
	},
	"I344": {
		"cls": "constants",
		"name": "宝珠",
		"canUseItemEffect": "true",
		"text": "尝试找某些懂得古董的人帮忙转化为大随意门。"
	},
	"I345": {
		"cls": "constants",
		"name": "魔法之杖",
		"canUseItemEffect": "true",
		"text": "可以打开或关闭主动技能魔攻, 伤害为攻击力*2%*等级, 无视防御力, 消耗魔力150, 快捷键3。",
		"useItemEffect": "(function () {\n\tvar skillValue = 2; // 技能的flag:skill值，可用于当前开启技能的判定；对于新技能可以依次改成2，3等等\n\tvar skillNeed = 150; // 技能的需求\n\tvar skillName = '魔攻'; // 技能的名称\n\n\tif (core.getFlag('skill', 0) != skillValue) { // 判断当前是否已经开了技能\n\t\tif (core.getStatus('mana') >= skillNeed) { // 这里要写当前能否开技能的条件判断，比如魔力值至少要多少\n\t\t\tcore.playSound('打开界面');\n\t\t\tcore.setFlag('skill', skillValue); // 开技能2\n\t\t\tcore.setFlag('skillName', skillName); // 设置技能名\n\t\t} else {\n\t\t\tcore.playSound('操作失败');\n\t\t\tcore.drawTip('魔力不足，无法开启技能');\n\t\t}\n\t} else { // 关闭技能\n\t\tcore.setFlag('skill', 0); // 关闭技能状态\n\t\tcore.setFlag('skillName', '无');\n\t}\n})();",
		"hideInReplay": true
	},
	"I346": {
		"cls": "tools",
		"name": "灵石",
		"canUseItemEffect": "true",
		"text": "恢复100点气息, 也可被用于交易, 快捷键8。",
		"itemEffect": null,
		"useItemEffect": "core.status.hero.mana += 100"
	},
	"I347": {
		"cls": "constants",
		"name": "智慧权杖",
		"canUseItemEffect": "null",
		"text": "奇怪的东西, 不知道可以用来做什么, 似乎与时空之门有关。",
		"itemEffect": "core.status.hero.manamax += 80;"
	},
	"I351": {
		"cls": "items",
		"name": "钥匙盒",
		"canUseItemEffect": null,
		"itemEffectTip": "，所有钥匙+1",
		"itemEffect": "core.addItem('yellowKey', 1);\ncore.addItem('blueKey', 1);\ncore.addItem('redKey', 1);"
	},
	"I372": {
		"cls": "items",
		"name": "骑兵轻盔",
		"canUseItemEffect": null,
		"itemEffectTip": "防御+3, 气息上限+10",
		"equip": null,
		"itemEffect": "core.status.hero.def += 3\ncore.status.hero.manamax += 10"
	},
	"I399": {
		"cls": "items",
		"name": "夏雷尔头盔",
		"canUseItemEffect": "true",
		"itemEffectTip": "，防御+8",
		"itemEffect": "core.status.hero.def += 8"
	},
	"I400": {
		"cls": "items",
		"name": "铁盔甲",
		"canUseItemEffect": "true",
		"itemEffectTip": "，防御+30",
		"itemEffect": "core.status.hero.def += 30"
	},
	"I407": {
		"cls": "constants",
		"name": "天灵",
		"canUseItemEffect": "true",
		"text": "可以打开或关闭主动技能天灵, 伤害提高1,3倍, 怪物非先攻非毒伤害下降30%, 伤害提高效果对坚固无效，消耗150点气息, 快捷键F。",
		"useItemEffect": "(function () {\n\tvar skillValue = 6; // 技能的flag:skill值，可用于当前开启技能的判定；对于新技能可以依次改成2，3等等\n\tvar skillNeed = 150; // 技能的需求\n\tvar skillName = '天灵'; // 技能的名称\n\n\tif (core.getFlag('skill', 0) != skillValue) { // 判断当前是否已经开了技能\n\t\tif (core.getStatus('mana') >= skillNeed) { // 这里要写当前能否开技能的条件判断，比如魔力值至少要多少\n\t\t\tcore.playSound('打开界面');\n\t\t\tcore.setFlag('skill', skillValue); // 开技能6\n\t\t\tcore.setFlag('skillName', skillName); // 设置技能名\n\t\t} else {\n\t\t\tcore.playSound('操作失败');\n\t\t\tcore.drawTip('气息不足，无法开启技能');\n\t\t}\n\t} else { // 关闭技能\n\t\tcore.setFlag('skill', 0); // 关闭技能状态\n\t\tcore.setFlag('skillName', '无');\n\t}\n})();",
		"hideInReplay": true,
		"itemEffect": "core.setFlag('atkm', core.getFlag('atkm') + 5);",
		"itemEffectTip": "破防临界+5"
	},
	"I408": {
		"cls": "constants",
		"name": "魔法项链",
		"canUseItemEffect": "true",
		"hideInReplay": true,
		"useItemEffect": "(function () {\n\tvar skillValue = 7; // 技能的flag:skill值，可用于当前开启技能的判定；对于新技能可以依次改成2，3等等\n\tvar skillNeed = 20; // 技能的需求\n\tvar skillName = '魔攻plus'; // 技能的名称\n\n\tif (core.getFlag('skill', 0) != skillValue) { // 判断当前是否已经开了技能\n\t\tif (core.getStatus('mana') >= skillNeed) { // 这里要写当前能否开技能的条件判断，比如魔力值至少要多少\n\t\t\tcore.playSound('打开界面');\n\t\t\tcore.setFlag('skill', skillValue); // 开技能7\n\t\t\tcore.setFlag('skillName', skillName); // 设置技能名\n\t\t} else {\n\t\t\tcore.playSound('操作失败');\n\t\t\tcore.drawTip('魔力不足，无法开启技能');\n\t\t}\n\t} else { // 关闭技能\n\t\tcore.setFlag('skill', 0); // 关闭技能状态\n\t\tcore.setFlag('skillName', '无');\n\t}\n})();",
		"text": "可以使用魔法攻击, 攻击无视防御力, 消耗魔力20, 快捷键3。"
	},
	"I410": {
		"cls": "equips",
		"name": "神圣剑(被封印的)",
		"canUseItemEffect": "true",
		"hideInReplay": false,
		"text": "神圣剑(被封印的, 功力只剩一成), 破防临界+5。",
		"itemEffectTip": "，攻击+24, 破防临界+12",
		"itemEffect": "core.status.hero.atk += 24\ncore.setFlag('atkm', core.getFlag('atkm') + 12);",
		"equip": {
			"type": 0,
			"animate": "shortblade",
			"value": {
				"atk": 24
			},
			"percentage": {},
			"equipEvent": [
				{
					"type": "setValue",
					"name": "flag:atkm",
					"operator": "+=",
					"value": "12"
				}
			],
			"unequipEvent": [
				{
					"type": "setValue",
					"name": "flag:atkm",
					"operator": "-=",
					"value": "12"
				}
			]
		}
	},
	"I411": {
		"cls": "equips",
		"name": "水魔杖",
		"canUseItemEffect": "true",
		"itemEffectTip": "，攻击+13, 破防临界10",
		"text": "水魔杖, 破防临界+10",
		"itemEffect": "core.status.hero.atk += 13\ncore.setFlag('atkm', core.getFlag('atkm') + 5);",
		"equip": {
			"type": 0,
			"animate": "waterN",
			"value": {
				"atk": 20
			},
			"percentage": {},
			"equipEvent": [
				{
					"type": "setValue",
					"name": "flag:atkm",
					"operator": "+=",
					"value": "10"
				}
			],
			"unequipEvent": [
				{
					"type": "setValue",
					"name": "flag:atkm",
					"operator": "-=",
					"value": "10"
				}
			]
		}
	},
	"I412": {
		"cls": "equips",
		"name": "雷魔杖",
		"canUseItemEffect": "true",
		"text": "雷魔杖, 破防临界+5",
		"itemEffect": "core.status.hero.atk += 7\ncore.setFlag('atkm', core.getFlag('atkm') + 5);",
		"itemEffectTip": "，攻击+7, 破防临界5",
		"equip": {
			"type": 0,
			"animate": "thunderC",
			"value": {
				"atk": 7
			},
			"percentage": {},
			"equipEvent": [
				{
					"type": "setValue",
					"name": "flag:atkm",
					"operator": "+=",
					"value": "5"
				}
			],
			"unequipEvent": [
				{
					"type": "setValue",
					"name": "flag:atkm",
					"operator": "-=",
					"value": "5"
				}
			]
		}
	},
	"I413": {
		"cls": "equips",
		"name": "炎魔杖",
		"canUseItemEffect": "true",
		"text": "炎魔杖, 破防临界+20",
		"itemEffect": "core.status.hero.atk += 20\ncore.setFlag('atkm', core.getFlag('atkm') + 10);",
		"itemEffectTip": "，攻击+20, 破防临界20",
		"equip": {
			"type": 0,
			"animate": "bombC",
			"value": {
				"atk": 42
			},
			"percentage": {},
			"equipEvent": [
				{
					"type": "setValue",
					"name": "flag:atkm",
					"operator": "+=",
					"value": "20"
				}
			],
			"unequipEvent": [
				{
					"type": "setValue",
					"name": "flag:atkm",
					"operator": "-=",
					"value": "20"
				}
			]
		}
	},
	"I414": {
		"cls": "equips",
		"name": "风魔杖",
		"canUseItemEffect": "true",
		"text": "风魔杖, 破防临界+35。",
		"itemEffectTip": "，攻击+30, 破防临界35",
		"itemEffect": "core.status.hero.atk += 30\ncore.setFlag('atkm', core.getFlag('atkm') + 15);",
		"equip": {
			"type": 0,
			"animate": "windC",
			"value": {
				"atk": 72
			},
			"percentage": {},
			"equipEvent": [
				{
					"type": "setValue",
					"name": "flag:atkm",
					"operator": "+=",
					"value": "35"
				}
			],
			"unequipEvent": [
				{
					"type": "setValue",
					"name": "flag:atkm",
					"operator": "-=",
					"value": "35"
				}
			]
		}
	},
	"I415": {
		"cls": "equips",
		"name": "暗魔杖",
		"canUseItemEffect": "true",
		"equip": {
			"type": 0,
			"animate": "darkN",
			"value": {
				"atk": 112
			},
			"percentage": {},
			"equipEvent": [
				{
					"type": "setValue",
					"name": "flag:atkm",
					"operator": "+=",
					"value": "55"
				}
			],
			"unequipEvent": [
				{
					"type": "setValue",
					"name": "flag:atkm",
					"operator": "-=",
					"value": "55"
				}
			]
		},
		"itemEffectTip": "，攻击+40, 破防临界55",
		"itemEffect": "core.status.hero.atk += 40\ncore.setFlag('atkm', core.getFlag('atkm') + 20);",
		"text": "暗魔杖, 破防临界+75"
	},
	"I358": {
		"cls": "constants",
		"name": "克穞帛",
		"canUseItemEffect": "true",
		"text": "忽略穞堵臸猭畍一半的防御。",
		"hideInToolbox": false,
		"hideInReplay": true,
		"useItemEffect": ""
	},
	"I363": {
		"cls": "constants",
		"name": "会心一击",
		"canUseItemEffect": "true",
		"text": "可以打开或关闭主动技能会心一击, 首回合伤害双倍(除非秒杀否则额外伤害不计入气息恢复), 对坚固无效, 消耗气息40, 快捷键2。",
		"hideInReplay": true,
		"useItemEffect": "(function () {\n\tvar skillValue = 8; // 技能的flag:skill值，可用于当前开启技能的判定；对于新技能可以依次改成2，3等等\n\tvar skillNeed = 40; // 技能的需求\n\tvar skillName = '会心一击'; // 技能的名称\n\n\tif (core.getFlag('skill', 0) != skillValue) { // 判断当前是否已经开了技能\n\t\tif (core.getStatus('mana') >= skillNeed) { // 这里要写当前能否开技能的条件判断，比如魔力值至少要多少\n\t\t\tcore.playSound('打开界面');\n\t\t\tcore.setFlag('skill', skillValue); // 开技能6\n\t\t\tcore.setFlag('skillName', skillName); // 设置技能名\n\t\t} else {\n\t\t\tcore.playSound('操作失败');\n\t\t\tcore.drawTip('气息不足，无法开启技能');\n\t\t}\n\t} else { // 关闭技能\n\t\tcore.setFlag('skill', 0); // 关闭技能状态\n\t\tcore.setFlag('skillName', '无');\n\t}\n})();"
	},
	"I380": {
		"cls": "constants",
		"name": "皇者",
		"canUseItemEffect": "true",
		"text": "可以打开或关闭主动技能皇者, 首回合造成5倍伤害(额外伤害不计入气息恢复), 但不致命, 对坚固无效, 消耗气息150, 快捷键C。",
		"hideInReplay": true,
		"useItemEffect": "(function () {\n\tvar skillValue = 9; // 技能的flag:skill值，可用于当前开启技能的判定；对于新技能可以依次改成2，3等等\n\tvar skillNeed = 150; // 技能的需求\n\tvar skillName = '皇者'; // 技能的名称\n\n\tif (core.getFlag('skill', 0) != skillValue) { // 判断当前是否已经开了技能\n\t\tif (core.getStatus('mana') >= skillNeed) { // 这里要写当前能否开技能的条件判断，比如魔力值至少要多少\n\t\t\tcore.playSound('打开界面');\n\t\t\tcore.setFlag('skill', skillValue); // 开技能6\n\t\t\tcore.setFlag('skillName', skillName); // 设置技能名\n\t\t} else {\n\t\t\tcore.playSound('操作失败');\n\t\t\tcore.drawTip('气息不足，无法开启技能');\n\t\t}\n\t} else { // 关闭技能\n\t\tcore.setFlag('skill', 0); // 关闭技能状态\n\t\tcore.setFlag('skillName', '无');\n\t}\n})();"
	},
	"I417": {
		"cls": "constants",
		"name": "风秘术",
		"canUseItemEffect": "true",
		"text": "公主的特性技能风秘术, 附加攻击力的15%为魔攻, 该部分无视防御力但不享受等级增伤。",
		"hideInReplay": true,
		"useItemEffect": null
	},
	"I365": {
		"cls": "equips",
		"name": "神圣盾(被封印的)",
		"canUseItemEffect": "true",
		"text": "被封印的神圣盾, 功力只剩一成。装备后可以免疫阻激夹域, 破防临界35。",
		"equip": {
			"type": 1,
			"value": {
				"mdef": 2,
				"def": 21
			},
			"percentage": {},
			"equipEvent": [
				{
					"type": "setValue",
					"name": "flag:defm",
					"value": "35"
				},
				{
					"type": "setValue",
					"name": "flag:no_zone",
					"value": "true"
				},
				{
					"type": "setValue",
					"name": "flag:no_repulse",
					"value": "true"
				},
				{
					"type": "setValue",
					"name": "flag:no_laser",
					"value": "true"
				},
				{
					"type": "setValue",
					"name": "flag:no_betweenAttack",
					"value": "true"
				}
			]
		}
	},
	"I376": {
		"cls": "constants",
		"name": "超负荷魔力",
		"canUseItemEffect": "true",
		"hideInReplay": true,
		"text": "其他",
		"useItemEffect": null
	},
	"I419": {
		"cls": "equips",
		"name": "全能神杖",
		"canUseItemEffect": "true",
		"text": "全能神杖, 破防临界+120, 忽略魔法师50%的防御力。",
		"itemEffectTip": "，攻击+78, 破防临界120",
		"equip": {
			"type": 0,
			"animate": "bossC",
			"value": {
				"atk": 190
			},
			"percentage": {},
			"equipEvent": [
				{
					"type": "setValue",
					"name": "flag:atkm",
					"operator": "+=",
					"value": "120"
				},
				{
					"type": "setValue",
					"name": "item:I376",
					"value": "1"
				}
			],
			"unequipEvent": [
				{
					"type": "setValue",
					"name": "flag:atkm",
					"operator": "-=",
					"value": "120"
				},
				{
					"type": "setValue",
					"name": "item:I376",
					"value": "0"
				}
			]
		}
	},
	"I420": {
		"cls": "constants",
		"name": "罠",
		"canUseItemEffect": "true",
		"text": "可以打开或关闭主动技能罠, 中罠怪物2个回合不能行动且免疫先攻, 消耗10点魔力, 快捷键1。",
		"useItemEffect": "(function () {\n\tvar skillValue = 12; // 技能的flag:skill值，可用于当前开启技能的判定；对于新技能可以依次改成2，3等等\n\tvar skillNeed = 10; // 技能的需求\n\tvar skillName = '罠'; // 技能的名称\n\n\tif (core.getFlag('skill', 0) != skillValue) { // 判断当前是否已经开了技能\n\t\tif (core.getStatus('mana') >= skillNeed) { // 这里要写当前能否开技能的条件判断，比如魔力值至少要多少\n\t\t\tcore.playSound('打开界面');\n\t\t\tcore.setFlag('skill', skillValue); // 开技能12\n\t\t\tcore.setFlag('skillName', skillName); // 设置技能名\n\t\t} else {\n\t\t\tcore.playSound('操作失败');\n\t\t\tcore.drawTip('魔力不足，无法开启技能');\n\t\t}\n\t} else { // 关闭技能\n\t\tcore.setFlag('skill', 0); // 关闭技能状态\n\t\tcore.setFlag('skillName', '无');\n\t}\n})();"
	},
	"I421": {
		"cls": "equips",
		"name": "骑士剑(骑士队长)",
		"canUseItemEffect": "true",
		"text": "骑士队长专属骑士剑, 初始破防临界20。初始攻击10, 随着等级提升会有提高。最高级的骑士剑拥有忽略魔法师50%防御力的效果, 最大破防临界120。",
		"equip": {
			"type": 0,
			"animate": "shortblade",
			"value": {
				"atk": 10
			},
			"percentage": {},
			"equipEvent": [
				{
					"type": "setValue",
					"name": "flag:atkm",
					"operator": "+=",
					"value": "20"
				}
			],
			"unequipEvent": [
				{
					"type": "setValue",
					"name": "flag:atkm",
					"operator": "-=",
					"value": "20"
				}
			]
		}
	},
	"I422": {
		"cls": "equips",
		"name": "骑士盾(骑士队长)",
		"canUseItemEffect": "true",
		"text": "骑士队长专属骑士盾, 防御临界20。初始防御+10, 护盾+2。随着等级提升会有提高。最高级的骑士盾可免疫夹激阻域, 最低防御临界5。",
		"equip": {
			"type": 1,
			"value": {
				"mdef": 2,
				"def": 10
			},
			"percentage": {},
			"equipEvent": [
				{
					"type": "setValue",
					"name": "flag:defm",
					"operator": "-=",
					"value": "20"
				}
			],
			"unequipEvent": [
				{
					"type": "setValue",
					"name": "flag:defm",
					"operator": "+=",
					"value": "20"
				}
			]
		}
	},
	"I424": {
		"cls": "constants",
		"name": "深红",
		"canUseItemEffect": "true",
		"text": "燃烧全部气息, 给对方造成相当于自身气息3倍的血祭伤害, 无视防御力, 但是防杀前也会给自己带来相同伤害。技能生效至少需要对魔物破防, 对魔攻怪无效。最低消耗气息40, 快捷键3。",
		"useItemEffect": "(function () {\n\tvar skillValue = 13; // 技能的flag:skill值，可用于当前开启技能的判定；对于新技能可以依次改成2，3等等\n\tvar skillNeed = 40; // 技能的需求\n\tvar skillName = '深红'; // 技能的名称\n\n\tif (core.getFlag('skill', 0) != skillValue) { // 判断当前是否已经开了技能\n\t\tif (core.getStatus('mana') >= skillNeed && core.getStatus('hp') > 3 * core.getStatus('mana')) { // 这里要写当前能否开技能的条件判断，比如魔力值至少要多少\n\t\t\tcore.playSound('打开界面');\n\t\t\tcore.setFlag('skill', skillValue); // 开技能11\n\t\t\tcore.setFlag('skillName', skillName); // 设置技能名\n\t\t} else {\n\t\t\tcore.playSound('操作失败');\n\t\t\tcore.drawTip('气息或体力不足，无法开启技能');\n\t\t}\n\t} else { // 关闭技能\n\t\tcore.setFlag('skill', 0); // 关闭技能状态\n\t\tcore.setFlag('skillName', '无');\n\t}\n})();",
		"hideInReplay": true
	},
	"I425": {
		"cls": "constants",
		"name": "流石",
		"canUseItemEffect": "true",
		"text": "可以打开或者关闭技能流石, 勇士伤害减半, 怪物伤害大于0时, 额外气息恢复=伤害的5%(无上限), 最低开启魔力100, 快捷键1。",
		"useItemEffect": "(function () {\n\tvar skillValue = 14; // 技能的flag:skill值，可用于当前开启技能的判定；对于新技能可以依次改成2，3等等\n\tvar skillNeed = 100; // 技能的需求\n\tvar skillName = '流石'; // 技能的名称\n\n\tif (core.getFlag('skill', 0) != skillValue) { // 判断当前是否已经开了技能\n\t\tif (core.getStatus('mana') >= skillNeed) { // 这里要写当前能否开技能的条件判断，比如魔力值至少要多少\n\t\t\tcore.playSound('打开界面');\n\t\t\tcore.setFlag('skill', skillValue); // 开技能11\n\t\t\tcore.setFlag('skillName', skillName); // 设置技能名\n\t\t} else {\n\t\t\tcore.playSound('操作失败');\n\t\t\tcore.drawTip('气息不足，无法开启技能');\n\t\t}\n\t} else { // 关闭技能\n\t\tcore.setFlag('skill', 0); // 关闭技能状态\n\t\tcore.setFlag('skillName', '无');\n\t}\n})();",
		"hideInReplay": true
	},
	"I426": {
		"cls": "tools",
		"name": "小弟",
		"canUseItemEffect": "true",
		"text": "可以召唤近卫骑士队员围殴怪物, 此时自身攻防等同近卫骑士, 自带必杀剑技能和追攻特性。",
		"useItemEffect": "(function () {\n\tvar skillValue = 15; // 技能的flag:skill值，可用于当前开启技能的判定；对于新技能可以依次改成2，3等等\n\tvar skillNeed = 0; // 技能的需求\n\tvar skillName = '近卫骑士'; // 技能的名称\n\n\tif (core.getFlag('skill', 0) != skillValue) { // 判断当前是否已经开了技能\n\t\tif (core.getStatus('mana') >= skillNeed) { // 这里要写当前能否开技能的条件判断，比如魔力值至少要多少\n\t\t\tcore.playSound('打开界面');\n\t\t\tcore.setFlag('skill', skillValue); // 开技能15\n\t\t\tcore.setFlag('skillName', skillName); // 设置技能名\n\t\t} else {\n\t\t\tcore.playSound('操作失败');\n\t\t\tcore.drawTip('魔力不足，无法开启技能');\n\t\t}\n\t} else { // 关闭技能\n\t\tcore.setFlag('skill', 0); // 关闭技能状态\n\t\tcore.setFlag('skillName', '无');\n\t}\n})();"
	},
	"I465": {
		"cls": "constants",
		"name": "npc广告功能设置",
		"canUseItemEffect": "true",
		"useItemEvent": [
			{
				"type": "insert",
				"name": "设置编辑"
			}
		],
		"text": "开启或者关闭npc广告触碰显示功能。"
	},
	"I466": {
		"cls": "items",
		"name": "七彩金币",
		"canUseItemEffect": null,
		"itemEffect": "core.status.hero.money += 500",
		"itemEffectTip": "，金币+500"
	},
	"I467": {
		"cls": "constants",
		"name": "妖精之歌颂",
		"canUseItemEffect": "true",
		"text": "皇宫区决战时攻击提13%。"
	},
	"I468": {
		"cls": "constants",
		"name": "圣神之加护",
		"canUseItemEffect": "true",
		"text": "皇宫区决战时防御力提高10%。"
	},
	"I469": {
		"cls": "constants",
		"name": "魔力之源",
		"canUseItemEffect": "true",
		"text": "皇宫区决战时血量翻倍。"
	},
	"I470": {
		"cls": "constants",
		"name": "衰弱攻击",
		"canUseItemEffect": "true",
		"hideInReplay": true,
		"text": "降低敌人3*等级的攻防, 但对有中毒属性的怪物无效。消耗5点魔力, 快捷键C。",
		"useItemEffect": "(function () {\n\tvar skillValue = 16; // 技能的flag:skill值，可用于当前开启技能的判定；对于新技能可以依次改成2，3等等\n\tvar skillNeed = 5; // 技能的需求\n\tvar skillName = '衰弱攻击'; // 技能的名称\n\n\tif (core.getFlag('skill', 0) != skillValue) { // 判断当前是否已经开了技能\n\t\tif (core.getStatus('mana') >= skillNeed) { // 这里要写当前能否开技能的条件判断，比如魔力值至少要多少\n\t\t\tcore.playSound('打开界面');\n\t\t\tcore.setFlag('skill', skillValue); // 开技能1\n\t\t\tcore.setFlag('skillName', skillName); // 设置技能名\n\t\t} else {\n\t\t\tcore.playSound('操作失败');\n\t\t\tcore.drawTip('魔力不足，无法开启技能');\n\t\t}\n\t} else { // 关闭技能\n\t\tcore.setFlag('skill', 0); // 关闭技能状态\n\t\tcore.setFlag('skillName', '无');\n\t}\n})();"
	},
	"I471": {
		"cls": "constants",
		"name": "广告单",
		"canUseItemEffect": "true",
		"hideInReplay": true,
		"text": "查看NPC所售的物品。",
		"useItemEffect": "core.insertCommonEvent(\"记事本\");"
	},
	"I472": {
		"cls": "constants",
		"name": "镜膜盾",
		"canUseItemEffect": "true",
		"hideInReplay": true,
		"useItemEffect": "(function () {\n\tvar skillValue = 10; // 技能的flag:skill值，可用于当前开启技能的判定；对于新技能可以依次改成2，3等等\n\tvar skillNeed = 50; // 技能的需求\n\tvar skillName = '镜膜盾'; // 技能的名称\n\n\tif (core.getFlag('skill', 0) != skillValue) { // 判断当前是否已经开了技能\n\t\tif (core.getStatus('mana') >= skillNeed) { // 这里要写当前能否开技能的条件判断，比如魔力值至少要多少\n\t\t\tcore.playSound('打开界面');\n\t\t\tcore.setFlag('skill', skillValue); // 开技能10\n\t\t\tcore.setFlag('skillName', skillName); // 设置技能名\n\t\t} else {\n\t\t\tcore.playSound('操作失败');\n\t\t\tcore.drawTip('气息不足，无法开启技能');\n\t\t}\n\t} else { // 关闭技能\n\t\tcore.setFlag('skill', 0); // 关闭技能状态\n\t\tcore.setFlag('skillName', '无');\n\t}\n})();",
		"text": "三回合内伤害减小50%, 对魔攻有效, 但对血秘术的吸血部分无效; 消耗气息50, 快捷键1。"
	},
	"I479": {
		"cls": "constants",
		"name": "神秘的箱子。",
		"canUseItemEffect": "true",
		"text": "回去2楼找贼开启新地图。"
	},
	"I384": {
		"cls": "tools",
		"name": "草药精华",
		"canUseItemEffect": "true",
		"itemEffect": "core.status.hero.hp += 180",
		"itemEffectTip": "，生命+180",
		"useItemEffect": "core.status.hero.hp += 180\ncore.status.hero.mana += 100\ncore.triggerDebuff('remove', ['poison', 'weak', 'curse']);",
		"text": "，生命+180, 气息+100, 解除所有不良负面效果(本塔无负面)。"
	},
	"I478": {
		"cls": "items",
		"name": "中级红宝石",
		"canUseItemEffect": "true",
		"itemEffect": "core.status.hero.atk += 2.5 * core.values.redGem * core.status.thisMap.ratio",
		"itemEffectTip": "，攻击+${2.5 * core.values.redGem * core.status.thisMap.ratio}",
		"text": "，攻击+${2.5 * core.values.redGem}"
	},
	"I480": {
		"cls": "items",
		"name": "中级蓝宝石",
		"canUseItemEffect": "true",
		"itemEffect": "core.status.hero.def += 2.5 * core.values.blueGem * core.status.thisMap.ratio",
		"itemEffectTip": "，防御+${2.5 * core.values.blueGem * core.status.thisMap.ratio}",
		"text": "，防御+${2.5 * core.values.blueGem}"
	},
	"I483": {
		"cls": "items",
		"name": "红水晶",
		"canUseItemEffect": "true",
		"itemEffect": "core.status.hero.atk += 4 * core.values.redGem * core.status.thisMap.ratio",
		"itemEffectTip": "，攻击+${4 * core.values.redGem * core.status.thisMap.ratio}",
		"text": "，攻击+${4 * core.values.redGem}"
	},
	"I484": {
		"cls": "items",
		"name": "蓝水晶",
		"canUseItemEffect": "true",
		"itemEffect": "core.status.hero.def += 4 * core.values.blueGem * core.status.thisMap.ratio",
		"itemEffectTip": "，防御+${4 * core.values.blueGem * core.status.thisMap.ratio}",
		"text": "，防御+${4 * core.values.blueGem}"
	},
	"I486": {
		"cls": "items",
		"name": "高级黄宝石",
		"canUseItemEffect": "true",
		"text": "生命+1000, 攻防+5",
		"itemEffectTip": "，生命+1000, 攻防+5",
		"itemEffect": "core.status.hero.hp += 1000;\ncore.status.hero.atk += 5;\ncore.status.hero.def += 5;"
	},
	"I518": {
		"cls": "constants",
		"name": "未知物品",
		"canUseItemEffect": "true",
		"text": "未知物品, 似乎是魔塔外嘻嘻嘻的红商人需要它(前往魔塔入口找商人升级骑士剑)。"
	},
	"I519": {
		"cls": "tools",
		"name": "大随意门",
		"canUseItemEffect": "var can = false;\nvar next = core.getBlockId(core.nextX(), core.nextY());\nif (next == \"lavaNet\" || next == \"T615\" || next == \"ice\" || next == \"T575\" || next == \"blueLava\" || next == \"lava\" || next == \"star\" || next == \"yellowWall\" || next == \"whiteWall\" || next == \"A570\" || next == \"A571\" || next == \"autotile\") can = true;",
		"useItemEffect": "core.insertAction([{ \"type\": \"setBlock\", \"number\": 83, \"loc\": [core.nextX(), core.nextY()] }])",
		"text": "拥有黄随意门所有功能, 且还可以将非蓝紫色无图案承重墙墙体、水域、岩浆和星空变为红门。"
	},
	"I520": {
		"cls": "constants",
		"name": "神气合一",
		"canUseItemEffect": "true",
		"useItemEffect": "(function () {\n\tvar skillValue = 4; // 技能的flag:skill值，可用于当前开启技能的判定；对于新技能可以依次改成2，3等等\n\tvar skillNeed = 10; // 技能的需求\n\tvar skillName = '神气合一'; // 技能的名称\n\n\tif (core.getFlag('skill', 0) != skillValue) { // 判断当前是否已经开了技能\n\t\tif (core.getStatus('mana') >= skillNeed) { // 这里要写当前能否开技能的条件判断，比如魔力值至少要多少\n\t\t\tcore.playSound('打开界面');\n\t\t\tcore.setFlag('skill', skillValue); // 开技能4\n\t\t\tcore.setFlag('skillName', skillName); // 设置技能名\n\t\t} else {\n\t\t\tcore.playSound('操作失败');\n\t\t\tcore.drawTip('魔力不足，无法开启技能');\n\t\t}\n\t} else { // 关闭技能\n\t\tcore.setFlag('skill', 0); // 关闭技能状态\n\t\tcore.setFlag('skillName', '无');\n\t}\n})();",
		"text": "可以打开或关闭主动技能神气合一, 附带10倍等级的固定伤害和5倍等级减伤, 消耗魔力10, 快捷键C。"
	},
	"scross": {
		"cls": "constants",
		"name": "圣十字架",
		"canUseItemEffect": "true",
		"text": "迷迭香用来过剧情的道具, 目前版本毫无卵用。"
	},
	"I401": {
		"cls": "items",
		"name": "高级绿宝石",
		"canUseItemEffect": "true",
		"text": "敏捷+3",
		"itemEffect": "core.status.hero.mdef += 3 * core.values.greenGem",
		"itemEffectTip": "，敏捷+${3*core.values.greenGem * core.status.thisMap.ratio}"
	},
	"I403": {
		"cls": "items",
		"name": "中级绿宝石",
		"canUseItemEffect": "true",
		"text": "敏捷+2",
		"itemEffect": "core.status.hero.mdef += 2 * core.values.greenGem",
		"itemEffectTip": "，敏捷+${2*core.values.greenGem * core.status.thisMap.ratio}"
	},
	"I378": {
		"cls": "items",
		"name": "大金币",
		"canUseItemEffect": "true",
		"itemEffect": "core.status.hero.money += 20",
		"itemEffectTip": "，金币+20"
	},
	"I549": {
		"cls": "items",
		"name": "长袍",
		"canUseItemEffect": "true",
		"itemEffect": "core.status.hero.def += 3\ncore.status.hero.mdef += 1",
		"itemEffectTip": "，敏捷+1，防御+3"
	},
	"I550": {
		"cls": "items",
		"name": "皮盔甲",
		"canUseItemEffect": "true",
		"itemEffect": "core.status.hero.def += 20",
		"itemEffectTip": "，防御+20"
	},
	"I551": {
		"cls": "items",
		"name": "织物盔甲",
		"canUseItemEffect": "true",
		"itemEffect": "core.status.hero.def += 10",
		"itemEffectTip": "，防御+10"
	},
	"I552": {
		"cls": "items",
		"name": "锤子",
		"canUseItemEffect": "true",
		"itemEffectTip": "，攻击+3, 无破防临界。",
		"itemEffect": "core.status.hero.atk += 3",
		"text": "一个很普通的锤子。"
	},
	"I588": {
		"cls": "items",
		"name": "镶金骑兵盔",
		"canUseItemEffect": "true",
		"itemEffect": "core.status.hero.def += 8\ncore.status.hero.mdef += 1\ncore.status.hero.manamax += 10",
		"itemEffectTip": "，敏捷+1, 防御+8, 气息上限+10"
	},
	"I595": {
		"cls": "items",
		"name": "大回复药剂",
		"canUseItemEffect": "true",
		"itemEffect": "core.status.hero.hp += 1200",
		"itemEffectTip": "体力回复+1200"
	}
}