var items_296f5d02_12fd_4166_a7c1_b5e830c9ee3a = 
{
	"yellowKey": {
		"cls": "tools",
		"name": "黄钥匙",
		"text": "可以打开一扇黄门",
		"hideInToolbox": true
	},
	"blueKey": {
		"cls": "tools",
		"name": "蓝钥匙",
		"text": "可以打开一扇蓝门",
		"hideInToolbox": true
	},
	"redKey": {
		"cls": "tools",
		"name": "红钥匙",
		"text": "可以打开一扇红门",
		"hideInToolbox": true
	},
	"redGem": {
		"cls": "items",
		"name": "红宝石",
		"text": "攻击+${core.values.redGem}",
		"itemEffect": "core.status.hero.atk += core.values.redGem * core.status.thisMap.ratio * core.getFlag('fbs')",
		"itemEffectTip": "，攻击+${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+${core.values.blueGem}",
		"itemEffect": "core.status.hero.def += core.values.blueGem * core.status.thisMap.ratio / core.getFlag('fbs')",
		"itemEffectTip": "，防御+${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": "，护盾+${core.values.greenGem}",
		"itemEffect": "core.status.hero.mdef += core.values.greenGem * core.status.thisMap.ratio",
		"itemEffectTip": "，护盾+${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": "可以进行加点",
		"itemEffect": "core.status.hero.hp += 150;\ncore.status.hero.atk += 1;\ncore.status.hero.def += 1;\ncore.status.hero.mdef += 0;",
		"itemEffectTip": "，生命+150, 攻防各1, 并且多一次选择",
		"useItemEvent": [
			{
				"type": "choices",
				"choices": [
					{
						"text": "攻击+2",
						"action": [
							{
								"type": "setValue",
								"name": "status:atk",
								"operator": "+=",
								"value": "2"
							}
						]
					},
					{
						"text": "防御+2",
						"action": [
							{
								"type": "setValue",
								"name": "status:def",
								"operator": "+=",
								"value": "2"
							}
						]
					},
					{
						"text": "生命+800",
						"action": [
							{
								"type": "setValue",
								"name": "status:hp",
								"operator": "+=",
								"value": "800"
							}
						]
					}
				]
			}
		],
		"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": "equips",
		"name": "破旧的剑",
		"text": "一把已经生锈的剑, 破防临界+5",
		"equip": {
			"type": 0,
			"animate": "swordN",
			"value": {
				"atk": 8
			},
			"percentage": {},
			"equipEvent": [
				{
					"type": "setValue",
					"name": "flag:atkm",
					"operator": "+=",
					"value": "5"
				}
			],
			"unequipEvent": [
				{
					"type": "setValue",
					"name": "flag:atkm",
					"operator": "-=",
					"value": "5"
				}
			]
		},
		"itemEffect": "core.status.hero.atk += 8\ncore.setFlag('atkm', core.getFlag('atkm') + 5);",
		"itemEffectTip": "，攻击+8, 破防临界5",
		"canUseItemEffect": "true"
	},
	"sword1": {
		"cls": "equips",
		"name": "铁剑",
		"text": "一把很普通的铁剑, 破防临界+15",
		"equip": {
			"type": 0,
			"animate": "swordN",
			"value": {
				"atk": 24
			},
			"percentage": {},
			"equipEvent": [
				{
					"type": "setValue",
					"name": "flag:atkm",
					"operator": "+=",
					"value": "15"
				}
			],
			"unequipEvent": [
				{
					"type": "setValue",
					"name": "flag:atkm",
					"operator": "-=",
					"value": "15"
				}
			]
		},
		"itemEffect": "core.status.hero.atk += 16\ncore.setFlag('atkm', core.getFlag('atkm') + 10);",
		"itemEffectTip": "，攻击+16, 破防临界15",
		"canUseItemEffect": "true"
	},
	"sword2": {
		"cls": "equips",
		"name": "钢剑",
		"text": "一把很普通的钢剑, 破防临界+30",
		"equip": {
			"type": 0,
			"animate": "swordC",
			"value": {
				"atk": 54
			},
			"percentage": {},
			"equipEvent": [
				{
					"type": "setValue",
					"name": "flag:atkm",
					"operator": "+=",
					"value": "30"
				}
			],
			"unequipEvent": [
				{
					"type": "setValue",
					"name": "flag:atkm",
					"operator": "-=",
					"value": "30"
				}
			]
		},
		"itemEffect": "core.status.hero.atk += 30\ncore.setFlag('atkm', core.getFlag('atkm') + 15);",
		"itemEffectTip": "，攻击+30, 破防临界30",
		"canUseItemEffect": "true"
	},
	"sword3": {
		"cls": "equips",
		"name": "骑士剑",
		"text": "一把很普通的骑士剑, 破防临界+50, 装备可自动获得技能必杀剑。",
		"equip": {
			"type": 0,
			"animate": "tyrantfang",
			"value": {
				"atk": 86
			},
			"percentage": {},
			"equipEvent": [
				{
					"type": "setValue",
					"name": "flag:atkm",
					"operator": "+=",
					"value": "50"
				},
				{
					"type": "setValue",
					"name": "item:I363",
					"operator": "+=",
					"value": "1"
				}
			],
			"unequipEvent": [
				{
					"type": "setValue",
					"name": "flag:atkm",
					"operator": "-=",
					"value": "50"
				},
				{
					"type": "setValue",
					"name": "item:I363",
					"operator": "-=",
					"value": "1"
				}
			]
		},
		"itemEffect": "core.status.hero.atk += 32\ncore.setFlag('atkm', core.getFlag('atkm') + 20);",
		"itemEffectTip": "，攻击+32, 破防临界50",
		"canUseItemEffect": "true"
	},
	"sword4": {
		"cls": "equips",
		"name": "灵光剑",
		"text": "一把很普通的灵光剑, 破防临界+75",
		"equip": {
			"type": 0,
			"animate": "tyrant",
			"value": {
				"atk": 126
			},
			"percentage": {},
			"equipEvent": [
				{
					"type": "setValue",
					"name": "flag:atkm",
					"operator": "+=",
					"value": "75"
				}
			],
			"unequipEvent": [
				{
					"type": "setValue",
					"name": "flag:atkm",
					"operator": "-=",
					"value": "75"
				}
			]
		},
		"itemEffect": "core.status.hero.atk += 40\ncore.setFlag('atkm', core.getFlag('atkm') + 25);",
		"itemEffectTip": "，攻击+40, 破防临界75",
		"canUseItemEffect": "true"
	},
	"sword5": {
		"cls": "equips",
		"name": "神圣剑",
		"text": "神圣剑, 破防临界+120, 忽略魔法师一半的防御力。",
		"equip": {
			"type": 0,
			"animate": "bzz",
			"value": {
				"atk": 176
			},
			"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') + 45);",
		"itemEffectTip": "，攻击+50, 破防临界120",
		"canUseItemEffect": "true"
	},
	"shield0": {
		"cls": "equips",
		"name": "破旧的盾",
		"text": "一个很破旧的铁盾, 防御临界30",
		"equip": {
			"type": 1,
			"value": {
				"def": 7
			},
			"percentage": {},
			"equipEvent": [
				{
					"type": "setValue",
					"name": "flag:defm",
					"value": "30"
				}
			]
		},
		"itemEffect": "core.status.hero.def += 7\ncore.setFlag('defm', Math.min(core.getFlag('defm'), 30));",
		"itemEffectTip": "，防御+7, 防御临界30",
		"canUseItemEffect": "true"
	},
	"shield1": {
		"cls": "equips",
		"name": "铁盾",
		"text": "一个很普通的铁盾, 防御临界25",
		"equip": {
			"type": 1,
			"value": {
				"def": 20
			},
			"percentage": {},
			"equipEvent": [
				{
					"type": "setValue",
					"name": "flag:defm",
					"value": "25"
				}
			]
		},
		"itemEffect": "core.status.hero.def += 13\ncore.setFlag('defm', Math.min(core.getFlag('defm'), 25));",
		"itemEffectTip": "，防御+13, 防御临界25",
		"canUseItemEffect": "true"
	},
	"shield2": {
		"cls": "equips",
		"name": "钢盾",
		"text": "一个很普通的钢盾, 防御临界20",
		"equip": {
			"type": 1,
			"value": {
				"def": 42
			},
			"percentage": {},
			"equipEvent": [
				{
					"type": "setValue",
					"name": "flag:defm",
					"value": "20"
				}
			]
		},
		"itemEffect": "core.status.hero.def += 22\ncore.setFlag('defm', Math.min(core.getFlag('defm'), 20));",
		"itemEffectTip": "，防御+22, 防御临界20",
		"canUseItemEffect": "true"
	},
	"shield3": {
		"cls": "equips",
		"name": "骑士盾",
		"text": "一个很普通的骑士盾, 防御临界15",
		"equip": {
			"type": 1,
			"value": {
				"def": 77
			},
			"percentage": {},
			"equipEvent": [
				{
					"type": "setValue",
					"name": "flag:defm",
					"value": "15"
				}
			]
		},
		"itemEffect": "core.status.hero.def += 35\ncore.setFlag('defm', Math.min(core.getFlag('defm'), 15));",
		"itemEffectTip": "，防御+35, 防御临界15",
		"canUseItemEffect": "true"
	},
	"shield4": {
		"cls": "equips",
		"name": "圣光十字盾",
		"text": "一个很普通的圣光十字盾, 防御临界10, 护盾+10",
		"equip": {
			"type": 1,
			"value": {
				"mdef": 10,
				"def": 117
			},
			"percentage": {},
			"equipEvent": [
				{
					"type": "setValue",
					"name": "flag:defm",
					"value": "10"
				}
			]
		},
		"itemEffect": "core.status.hero.def += 40\ncore.status.hero.mdef += 10;\ncore.setFlag('defm', Math.min(core.getFlag('defm'), 10));",
		"itemEffectTip": "，防御+40, 护盾+10, 防御临界10",
		"canUseItemEffect": "true"
	},
	"shield5": {
		"cls": "equips",
		"name": "神圣盾",
		"text": "神圣盾, 免疫夹激阻域, 防御临界5, 护盾+30",
		"equip": {
			"type": 1,
			"value": {
				"mdef": 30,
				"def": 167
			},
			"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"
				}
			]
		},
		"itemEffect": "core.status.hero.def += 50;\ncore.status.hero.mdef += 20;\ncore.setFlag('defm', Math.min(core.getFlag('defm'), 5));",
		"itemEffectTip": "，防御+50，护盾20, 防御临界5",
		"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 + 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": "可以查看当前楼层各怪物属性",
		"hideInToolbox": true,
		"useItemEffect": "core.ui.drawBook(0);",
		"canUseItemEffect": "true"
	},
	"fly": {
		"cls": "constants",
		"name": "风之罗盘",
		"text": "可以自由往来去过的楼层",
		"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": "厄运金币",
		"text": "持有时打败怪物金币减半",
		"equip": {
			"type": 0,
			"value": {},
			"percentage": {}
		}
	},
	"freezeBadge": {
		"cls": "constants",
		"name": "□□啦彻",
		"text": "可以将面前的熔岩变成平地",
		"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": "true"
	},
	"cross": {
		"cls": "constants",
		"name": "十字架",
		"text": "持有后伤害提高5%"
	},
	"dagger": {
		"cls": "tools",
		"name": "神剑之证",
		"text": "可将面前除了最终boss和金银史莱姆以外的怪物变为绿色史莱姆, 也可以鉴别眼前的npc是否为怪物。",
		"useItemEffect": "core.insertAction([{\"type\": \"setBlock\",\"number\":201,\"loc\": [core.nextX(), core.nextY()]}])",
		"canUseItemEffect": "(core.enemyExists(core.nextX(), core.nextY()) && core.getBlockId(core.nextX(), core.nextY()) != \"greenSlime\" && core.getBlockId(core.nextX(), core.nextY()) != \"E397\" && core.getBlockId(core.nextX(), core.nextY()) != \"E401\" && core.getBlockId(core.nextX(), core.nextY()) != \"redKing\" && core.getBlockId(core.nextX(), core.nextY()) != \"fairyEnemy\" && core.getBlockId(core.nextX(), core.nextY()) != \"silverSlime\" && core.getBlockId(core.nextX(), core.nextY()) != \"goldSlime\") || (core.getBlockId(core.nextX(), core.nextY()) == \"princess\" && core.status.floorId == \"MT49\")"
	},
	"amulet": {
		"cls": "constants",
		"name": "护符",
		"text": "持有时无视负面地形"
	},
	"bigKey": {
		"cls": "tools",
		"name": "□独嬱玛巴",
		"text": "可以开启当前层所有黄门",
		"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": "可以打开一扇绿门"
	},
	"steelKey": {
		"cls": "tools",
		"name": "铁门钥匙",
		"text": "可以打开一扇铁门"
	},
	"pickaxe": {
		"cls": "tools",
		"name": "破墙镐",
		"text": "可以破坏勇士面前的墙, 也可以交给四楼的小偷.对于第一个破墙镐, 最好第一时间交给小偷。",
		"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": "破冰镐",
		"text": "可以破坏勇士面前的一堵冰墙",
		"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": "可以炸掉勇士面前的怪物",
		"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": "可以飞向当前楼层中心对称的位置",
		"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": "上楼器",
		"text": "可以飞往楼上的相同位置, 请在主塔47楼使用。",
		"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 (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": "下楼器",
		"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\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": "可以破坏当前层的所有墙",
		"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": "可以解除中毒状态",
		"useItemEffect": "core.triggerDebuff('remove', 'poison');",
		"canUseItemEffect": "core.hasFlag('poison');"
	},
	"weakWine": {
		"cls": "tools",
		"name": "火酒",
		"text": "可以解除衰弱状态",
		"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": "魔法结界",
		"text": "可以打开或者关闭技能魔法结界, 伤害除以2,5, 消耗10点魔力, 按键1。此外, 这件道具还能额外提供所受0.3%向下取整的魔力回复。",
		"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 = 12; // 技能的需求\n\tvar skillName = '魔力结界'; // 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})();"
	},
	"lifeWand": {
		"cls": "tools",
		"name": "生命魔杖",
		"text": "可以恢复生命值=攻防和",
		"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": "能跳跃到前方两格处",
		"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": "固定+5%两倍暴击伤害, 可以打开或关闭主动技能双连击, 快捷键3, 消耗魔力5。",
		"hideInReplay": true,
		"useItemEffect": "(function () {\n\tvar skillValue = 1; // 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 = '双连击'; // 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})();",
		"canUseItemEffect": "true"
	},
	"wand": {
		"cls": "items",
		"name": "高级魔杖",
		"useItemEvent": [
			{
				"type": "choices",
				"choices": [
					{
						"text": "等级+1, 均匀(攻防各5)",
						"action": [
							{
								"type": "setValue",
								"name": "status:lv",
								"operator": "+=",
								"value": "3"
							},
							{
								"type": "setValue",
								"name": "status:manamax",
								"operator": "+=",
								"value": "3"
							},
							{
								"type": "setValue",
								"name": "status:hp",
								"operator": "+=",
								"value": "800"
							},
							{
								"type": "setValue",
								"name": "status:atk",
								"operator": "+=",
								"value": "5"
							},
							{
								"type": "setValue",
								"name": "status:def",
								"operator": "+=",
								"value": "5"
							}
						]
					},
					{
						"text": "等级+1, 攻击(10攻)",
						"action": [
							{
								"type": "setValue",
								"name": "status:lv",
								"operator": "+=",
								"value": "3"
							},
							{
								"type": "setValue",
								"name": "status:manamax",
								"operator": "+=",
								"value": "3"
							},
							{
								"type": "setValue",
								"name": "status:hp",
								"operator": "+=",
								"value": "800"
							},
							{
								"type": "setValue",
								"name": "status:atk",
								"operator": "+=",
								"value": "10"
							}
						]
					},
					{
						"text": "等级+1, 防御(10防)",
						"condition": "flag:gongzhu!=3",
						"action": [
							{
								"type": "setValue",
								"name": "status:lv",
								"operator": "+=",
								"value": "3"
							},
							{
								"type": "setValue",
								"name": "status:manamax",
								"operator": "+=",
								"value": "3"
							},
							{
								"type": "setValue",
								"name": "status:hp",
								"operator": "+=",
								"value": "800"
							},
							{
								"type": "setValue",
								"name": "status:def",
								"operator": "+=",
								"value": "10"
							}
						]
					}
				]
			}
		],
		"itemEffect": "core.status.hero.hp += 200;\ncore.status.hero.atk += 5;\ncore.status.hero.def += 5;\ncore.status.hero.mdef += 0;",
		"text": "可以提升等级或属性"
	},
	"pack": {
		"cls": "items",
		"name": "钱袋",
		"itemEffect": "core.status.hero.money += 200",
		"itemEffectTip": "，金币+200"
	},
	"sj111": {
		"cls": "items",
		"name": "初级魔杖",
		"canUseItemEffect": "true",
		"itemEffect": "core.status.hero.hp += 300;\ncore.status.hero.atk += 1;\ncore.status.hero.def += 1;\ncore.status.hero.mdef += 0;",
		"useItemEvent": [
			{
				"type": "choices",
				"choices": [
					{
						"text": "等级+1, 均匀(攻防各2)",
						"action": [
							{
								"type": "setValue",
								"name": "status:lv",
								"operator": "+=",
								"value": "1"
							},
							{
								"type": "setValue",
								"name": "status:manamax",
								"operator": "+=",
								"value": "1"
							},
							{
								"type": "setValue",
								"name": "status:atk",
								"operator": "+=",
								"value": "2"
							},
							{
								"type": "setValue",
								"name": "status:def",
								"operator": "+=",
								"value": "2"
							}
						]
					},
					{
						"text": "等级+1, 攻击(4攻)",
						"action": [
							{
								"type": "setValue",
								"name": "status:lv",
								"operator": "+=",
								"value": "1"
							},
							{
								"type": "setValue",
								"name": "status:manamax",
								"operator": "+=",
								"value": "1"
							},
							{
								"type": "setValue",
								"name": "status:atk",
								"operator": "+=",
								"value": "4"
							}
						]
					},
					{
						"text": "等级+1, 防御(4防)",
						"condition": "flag:gongzhu!=3",
						"action": [
							{
								"type": "setValue",
								"name": "status:lv",
								"operator": "+=",
								"value": "1"
							},
							{
								"type": "setValue",
								"name": "status:manamax",
								"operator": "+=",
								"value": "1"
							},
							{
								"type": "setValue",
								"name": "status:def",
								"operator": "+=",
								"value": "4"
							}
						]
					}
				]
			}
		],
		"text": "可以提升等级或属性"
	},
	"adm200": {
		"cls": "items",
		"name": "大金币",
		"canUseItemEffect": null,
		"itemEffect": "core.status.hero.money += 50",
		"itemEffectTip": "，金币+50"
	},
	"I338": {
		"cls": "constants",
		"name": "臸猭玛巴",
		"canUseItemEffect": null,
		"text": "奇怪的钥匙, 上面写着很好, 你通过的我的测试, 你是个合格的勇士。暂时不知道他能用来做什么。但似乎与27层穞堵臸猭畍守护的门有关。"
	},
	"I339": {
		"cls": "constants",
		"name": "密室信息",
		"canUseItemEffect": null,
		"text": "进入主塔39层密室信息"
	},
	"I340": {
		"cls": "items",
		"name": "新物品",
		"canUseItemEffect": "true"
	},
	"I341": {
		"cls": "items",
		"name": "魔力魔杖",
		"canUseItemEffect": null,
		"text": "可以增加5点魔力上限",
		"itemEffect": "core.status.hero.manamax += 5;"
	},
	"I342": {
		"cls": "constants",
		"name": "贤者之证",
		"canUseItemEffect": "true",
		"text": "可以打开或关闭主动技能深红, 深红的伤害*0,8倍, 回复魔防*0.7%怪物攻击的体力, 快捷键3, 消耗魔力5。",
		"hideInReplay": true,
		"useItemEffect": "(function () {\n\tvar skillValue = 3; // 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 = '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) { // 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3\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})();"
	},
	"I343": {
		"cls": "constants",
		"name": "霸者之证",
		"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 = 5; // 技能的需求\n\tvar skillName = '凡骨'; // 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凡骨, 快捷键3, 攻击提高50%, 反弹50%伤害, 但是防御减少30%, 消耗魔力5。",
		"hideInReplay": true
	},
	"I344": {
		"cls": "constants",
		"name": "宝珠",
		"canUseItemEffect": "true",
		"text": "或许需要回主塔11层、39层或43层找人鉴定一下这是什么东西。"
	},
	"I345": {
		"cls": "constants",
		"name": "魔法之杖",
		"canUseItemEffect": "true",
		"text": "可以打开或关闭主动技能魔攻, 伤害为攻击力的15%, 无视防御力, 消耗魔力5, 快捷键2。",
		"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 = 5; // 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": "魔法晶石",
		"canUseItemEffect": "true",
		"text": "恢复20点魔力值和150点生命。",
		"itemEffect": null,
		"useItemEffect": "core.status.hero.hp += 150\ncore.status.hero.mana += 20"
	},
	"I347": {
		"cls": "constants",
		"name": "智慧权杖",
		"canUseItemEffect": "null",
		"text": "将它交给出生地的仙子。",
		"itemEffect": "core.status.hero.manamax += 80;"
	},
	"I348": {
		"cls": "items",
		"name": "金钱",
		"canUseItemEffect": null,
		"itemEffect": "core.status.hero.money += 80",
		"itemEffectTip": "，金币+80"
	},
	"I349": {
		"cls": "items",
		"name": "银钱",
		"canUseItemEffect": null,
		"itemEffect": "core.status.hero.money += 25",
		"itemEffectTip": "，金币+25"
	},
	"I351": {
		"cls": "items",
		"name": "玛巴盒",
		"canUseItemEffect": null,
		"itemEffectTip": "，所有颜色钥匙+1",
		"itemEffect": "core.addItem('yellowKey', 1);\ncore.addItem('blueKey', 1);\ncore.addItem('redKey', 1);"
	},
	"I352": {
		"cls": "items",
		"name": "新物品",
		"canUseItemEffect": "true"
	},
	"I353": {
		"cls": "items",
		"name": "新物品",
		"canUseItemEffect": "true"
	},
	"I354": {
		"cls": "items",
		"name": "新物品",
		"canUseItemEffect": "true"
	},
	"I372": {
		"cls": "items",
		"name": "骑兵轻盔",
		"canUseItemEffect": null,
		"itemEffectTip": "，防御+5",
		"equip": null,
		"itemEffect": "core.status.hero.def += 5"
	},
	"I399": {
		"cls": "items",
		"name": "夏雷尔头盔",
		"canUseItemEffect": "true",
		"itemEffectTip": "，防御+5",
		"itemEffect": "core.status.hero.def += 5"
	},
	"I400": {
		"cls": "items",
		"name": "骑士盔甲",
		"canUseItemEffect": "true",
		"itemEffectTip": "，防御+7",
		"itemEffect": "core.status.hero.def += 7"
	},
	"I403": {
		"cls": "constants",
		"name": "楼层情报",
		"canUseItemEffect": null,
		"text": "白银之间的情报, 请回魔塔37层找NPC对话, 注:目前尚未开发, 所以别理。"
	},
	"I407": {
		"cls": "constants",
		"name": "天灵",
		"canUseItemEffect": "true",
		"text": "可以打开或关闭主动技能天灵, 伤害1,8倍, 怪物伤害下降30%, 消耗12点魔力, 按键1。",
		"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 = 12; // 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('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
	},
	"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 = 40; // 技能的需求\n\tvar skillName = '光芒万丈'; // 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40点魔力值, 快捷键F。"
	},
	"I410": {
		"cls": "equips",
		"name": "神圣剑(光魔杖)",
		"canUseItemEffect": "true",
		"hideInReplay": false,
		"text": "神圣剑(光魔杖), 破防临界+150, 忽略魔法师一半的防御力。",
		"itemEffectTip": "，攻击+10, 破防临界150",
		"itemEffect": "core.status.hero.atk += 10\ncore.setFlag('atkm', core.getFlag('atkm') + 45);",
		"equip": {
			"type": 0,
			"animate": "sagefan",
			"value": {
				"atk": 175
			},
			"percentage": {},
			"equipEvent": [
				{
					"type": "setValue",
					"name": "flag:atkm",
					"operator": "+=",
					"value": "150"
				}
			],
			"unequipEvent": [
				{
					"type": "setValue",
					"name": "flag:atkm",
					"operator": "-=",
					"value": "150"
				}
			]
		}
	},
	"I411": {
		"cls": "equips",
		"name": "水魔杖",
		"canUseItemEffect": "true",
		"itemEffectTip": "，攻击+8, 破防临界5",
		"text": "水魔杖, 破防临界+5",
		"itemEffect": "core.status.hero.atk += 8\ncore.setFlag('atkm', core.getFlag('atkm') + 5);",
		"equip": {
			"type": 0,
			"animate": "waterN",
			"value": {
				"atk": 8
			},
			"percentage": {},
			"equipEvent": [
				{
					"type": "setValue",
					"name": "flag:atkm",
					"operator": "+=",
					"value": "5"
				}
			],
			"unequipEvent": [
				{
					"type": "setValue",
					"name": "flag:atkm",
					"operator": "-=",
					"value": "5"
				}
			]
		}
	},
	"I412": {
		"cls": "equips",
		"name": "雷魔杖",
		"canUseItemEffect": "true",
		"text": "雷魔杖, 破防临界+15",
		"itemEffect": "core.status.hero.atk += 8\ncore.setFlag('atkm', core.getFlag('atkm') + 10);",
		"itemEffectTip": "，攻击+8, 破防临界15",
		"equip": {
			"type": 0,
			"animate": "thunderC",
			"value": {
				"atk": 20
			},
			"percentage": {},
			"equipEvent": [
				{
					"type": "setValue",
					"name": "flag:atkm",
					"operator": "+=",
					"value": "15"
				}
			],
			"unequipEvent": [
				{
					"type": "setValue",
					"name": "flag:atkm",
					"operator": "-=",
					"value": "15"
				}
			]
		}
	},
	"I413": {
		"cls": "equips",
		"name": "炎魔杖",
		"canUseItemEffect": "true",
		"text": "炎魔杖, 破防临界+30",
		"itemEffect": "core.status.hero.atk += 6\ncore.setFlag('atkm', core.getFlag('atkm') + 15);",
		"itemEffectTip": "，攻击+6, 破防临界30",
		"equip": {
			"type": 0,
			"animate": "bombC",
			"value": {
				"atk": 50
			},
			"percentage": {},
			"equipEvent": [
				{
					"type": "setValue",
					"name": "flag:atkm",
					"operator": "+=",
					"value": "30"
				}
			],
			"unequipEvent": [
				{
					"type": "setValue",
					"name": "flag:atkm",
					"operator": "-=",
					"value": "30"
				}
			]
		}
	},
	"I414": {
		"cls": "equips",
		"name": "风魔杖",
		"canUseItemEffect": "true",
		"text": "风魔杖, 破防临界+50, 装备可自动获得技能风秘术。",
		"itemEffectTip": "，攻击+8, 破防临界50",
		"itemEffect": "core.status.hero.atk += 8\ncore.setFlag('atkm', core.getFlag('atkm') + 20);",
		"equip": {
			"type": 0,
			"animate": "windC",
			"value": {
				"atk": 85
			},
			"percentage": {},
			"equipEvent": [
				{
					"type": "setValue",
					"name": "flag:atkm",
					"operator": "+=",
					"value": "50"
				},
				{
					"type": "setValue",
					"name": "item:I417",
					"operator": "+=",
					"value": "1"
				}
			],
			"unequipEvent": [
				{
					"type": "setValue",
					"name": "flag:atkm",
					"operator": "-=",
					"value": "50"
				},
				{
					"type": "setValue",
					"name": "item:I417",
					"operator": "-=",
					"value": "1"
				}
			]
		}
	},
	"I415": {
		"cls": "equips",
		"name": "暗魔杖",
		"canUseItemEffect": "true",
		"equip": {
			"type": 0,
			"animate": "darkN",
			"value": {
				"atk": 125
			},
			"percentage": {},
			"equipEvent": [
				{
					"type": "setValue",
					"name": "flag:atkm",
					"operator": "+=",
					"value": "75"
				}
			],
			"unequipEvent": [
				{
					"type": "setValue",
					"name": "flag:atkm",
					"operator": "-=",
					"value": "75"
				}
			]
		},
		"itemEffectTip": "，攻击+10, 破防临界75",
		"itemEffect": "core.status.hero.atk += 10\ncore.setFlag('atkm', core.getFlag('atkm') + 25);",
		"text": "暗魔杖, 破防临界+75"
	},
	"I358": {
		"cls": "constants",
		"name": "记事本",
		"canUseItemEffect": "true",
		"text": "查看当前任务, 并且记录NPC的重要对话。",
		"hideInToolbox": false,
		"hideInReplay": true,
		"useItemEffect": "core.insertCommonEvent(\"记事本\");"
	},
	"I363": {
		"cls": "constants",
		"name": "必杀剑",
		"canUseItemEffect": "true",
		"text": "可以打开或关闭主动技能必杀剑, 伤害提高1,3倍, 消耗魔力2, 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 = 2; // 技能的需求\n\tvar skillName = '必杀剑'; // 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('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})();"
	},
	"I380": {
		"cls": "constants",
		"name": "皇者",
		"canUseItemEffect": "true",
		"text": "可以打开或关闭主动技能皇者, 5倍伤害, 消耗魔力60, 快捷键F。",
		"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 = 60; // 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('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})();"
	},
	"I417": {
		"cls": "constants",
		"name": "风秘术",
		"canUseItemEffect": "true",
		"text": "可以打开或关闭主动技能风秘术, 附加攻击力的7%为魔攻, 该部分无视防御力, 消耗魔力3, 快捷键3。",
		"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 = 5; // 技能的需求\n\tvar skillName = '风秘术'; // 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('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})();"
	},
	"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, 但是依然可以免疫夹激阻域; 装备后将会失去骑士盾和圣盾, 骑士队长专属的骑士盾除外。防御临界5, 护盾+3",
		"equip": {
			"type": 1,
			"value": {
				"mdef": 3,
				"def": 17
			},
			"percentage": {},
			"equipEvent": [
				{
					"type": "if",
					"condition": "item:shield4===1",
					"true": [
						{
							"type": "setValue",
							"name": "item:shield4",
							"operator": "-=",
							"value": "1"
						}
					]
				},
				{
					"type": "if",
					"condition": "item:shield3===1",
					"true": [
						{
							"type": "setValue",
							"name": "item:shield3",
							"operator": "-=",
							"value": "1"
						}
					]
				},
				{
					"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"
				}
			]
		}
	},
	"I376": {
		"cls": "constants",
		"name": "超负荷魔力",
		"canUseItemEffect": "true",
		"hideInReplay": true,
		"text": "可以打开或关闭主动技能超负荷魔力, 附加攻击力的12%为魔攻, 该部分无视防御力, 如果怪物防御力低于主角攻击, 伤害提高三倍。消耗魔力25, 快捷键3。",
		"useItemEffect": "(function () {\n\tvar skillValue = 11; // 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 = 25; // 技能的需求\n\tvar skillName = '超负荷魔力'; // 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('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})();"
	},
	"I419": {
		"cls": "equips",
		"name": "全知神杖",
		"canUseItemEffect": "true",
		"text": "全知神杖, 破防临界+120, 防御力-50, 忽略魔法师一半的防御力。",
		"itemEffectTip": "，攻击+100, 破防临界120",
		"equip": {
			"type": 0,
			"animate": "bossC",
			"value": {
				"atk": 226,
				"def": 0
			},
			"percentage": {},
			"equipEvent": [
				{
					"type": "setValue",
					"name": "flag:atkm",
					"operator": "+=",
					"value": "120"
				}
			],
			"unequipEvent": [
				{
					"type": "setValue",
					"name": "flag:atkm",
					"operator": "-=",
					"value": "120"
				}
			]
		}
	},
	"I420": {
		"cls": "constants",
		"name": "罠",
		"canUseItemEffect": "true",
		"text": "可以打开或关闭主动技能罠, 使中罠怪物3个回合不能行动, 如果怪物的攻击回合数小于3, 怪物造成的伤害乘以(3-回合数)将直接回复成体力, 消耗魔力12, 快捷键F。",
		"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 = 12; // 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, 破防临界50, 100级后增加到100。初始攻击8, 随着等级提升会有提高。骑士剑在100级后找老人升级拥有忽略魔法师一半防御力的效果。",
		"equip": {
			"type": 0,
			"animate": "jianji",
			"value": {
				"atk": 8
			},
			"percentage": {},
			"equipEvent": [
				{
					"type": "setValue",
					"name": "flag:atkm",
					"operator": "+=",
					"value": "50"
				},
				{
					"type": "setValue",
					"name": "item:I363",
					"value": "1"
				}
			],
			"unequipEvent": [
				{
					"type": "setValue",
					"name": "flag:atkm",
					"operator": "-=",
					"value": "50"
				},
				{
					"type": "setValue",
					"name": "item:I363",
					"value": "0"
				}
			]
		}
	},
	"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, 100级后减少到5。初始防御+5, 护盾+1。随着等级提升会有提高。100级后找老人升级可免疫夹激阻域。",
		"equip": {
			"type": 1,
			"value": {
				"mdef": 1,
				"def": 5
			},
			"percentage": {},
			"equipEvent": [
				{
					"type": "setValue",
					"name": "flag:defm",
					"value": "20"
				}
			]
		}
	},
	"I424": {
		"cls": "constants",
		"name": "虚张声势",
		"canUseItemEffect": "true",
		"text": "可以打开或关闭主动技能虚张声势, 免疫先攻, 普通怪物第一回合先攻怪物第二回合无法行动, 普通怪物第二回合先攻怪物第三回合伤害减小30%, 但之后所受伤害增加30%, 消耗魔力5, 快捷键1。",
		"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 = 5; // 技能的需求\n\tvar skillName = '虚张声势'; // 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('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
	},
	"I425": {
		"cls": "constants",
		"name": "追攻",
		"canUseItemEffect": "true",
		"text": "可以打开或者关闭技能追攻, 攻击力等于怪物攻击, 最低开启魔力5, 消耗魔力12, 可以允许提前透支魔力, 快捷键3。",
		"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 = 5; // 技能的需求\n\tvar skillName = '追攻'; // 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('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
	},
	"I426": {
		"cls": "tools",
		"name": "小弟",
		"canUseItemEffect": "true",
		"text": "可以召唤近卫骑士小弟围殴怪物, 此时自身攻击力为1400防御为930, 自带必杀剑技能和追攻特性, 快捷键F。",
		"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})();"
	}
}