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": "，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": "生命+150, 攻防+1",
		"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+1",
		"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": "equips",
		"name": "短剑",
		"text": "一把很普通的短剑, 破防临界+3",
		"equip": {
			"type": 0,
			"animate": "swordp",
			"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 += 8\ncore.setFlag('atkm', core.getFlag('atkm') + 3);",
		"itemEffectTip": "，攻击+8, 破防临界3",
		"canUseItemEffect": "true"
	},
	"sword1": {
		"cls": "equips",
		"name": "长剑",
		"text": "一把很普通的长剑, 破防临界+8",
		"equip": {
			"type": 0,
			"animate": "swordN",
			"value": {
				"atk": 16
			},
			"percentage": {},
			"equipEvent": [
				{
					"type": "setValue",
					"name": "flag:atkm",
					"operator": "+=",
					"value": "8"
				}
			],
			"unequipEvent": [
				{
					"type": "setValue",
					"name": "flag:atkm",
					"operator": "-=",
					"value": "8"
				}
			]
		},
		"itemEffect": "core.status.hero.atk += 16\ncore.setFlag('atkm', core.getFlag('atkm') + 5);",
		"itemEffectTip": "，攻击+16, 破防临界8",
		"canUseItemEffect": "true"
	},
	"sword2": {
		"cls": "equips",
		"name": "银剑",
		"text": "一把很普通的银剑, 破防临界+20",
		"equip": {
			"type": 0,
			"animate": "g9",
			"value": {
				"atk": 46
			},
			"percentage": {},
			"equipEvent": [
				{
					"type": "setValue",
					"name": "flag:atkm",
					"operator": "+=",
					"value": "20"
				}
			],
			"unequipEvent": [
				{
					"type": "setValue",
					"name": "flag:atkm",
					"operator": "-=",
					"value": "20"
				}
			]
		},
		"itemEffect": "core.status.hero.atk += 30\ncore.setFlag('atkm', core.getFlag('atkm') + 12);",
		"itemEffectTip": "，攻击+30, 破防临界20",
		"canUseItemEffect": "true"
	},
	"sword3": {
		"cls": "equips",
		"name": "骑士剑",
		"text": "一把很普通的骑士剑, 破防临界+35。",
		"equip": {
			"type": 0,
			"animate": "g10",
			"value": {
				"atk": 86
			},
			"percentage": {},
			"equipEvent": [
				{
					"type": "setValue",
					"name": "flag:atkm",
					"operator": "+=",
					"value": "45"
				}
			],
			"unequipEvent": [
				{
					"type": "setValue",
					"name": "flag:atkm",
					"operator": "-=",
					"value": "45"
				}
			]
		},
		"itemEffect": "core.status.hero.atk += 40\ncore.setFlag('atkm', core.getFlag('atkm') + 25);",
		"itemEffectTip": "，攻击+40, 破防临界45",
		"canUseItemEffect": "true"
	},
	"sword4": {
		"cls": "equips",
		"name": "灵光剑",
		"text": "一把很普通的灵光剑, 附带天灵技能, 破防临界+55",
		"equip": {
			"type": 0,
			"animate": "g3",
			"value": {
				"atk": 136
			},
			"percentage": {},
			"equipEvent": [
				{
					"type": "setValue",
					"name": "item:I407",
					"value": "1"
				},
				{
					"type": "setValue",
					"name": "flag:atkm",
					"operator": "+=",
					"value": "90"
				}
			],
			"unequipEvent": [
				{
					"type": "setValue",
					"name": "item:I407",
					"value": "0"
				},
				{
					"type": "setValue",
					"name": "flag:atkm",
					"operator": "-=",
					"value": "90"
				}
			]
		},
		"itemEffect": "core.status.hero.atk += 50\ncore.setFlag('atkm', core.getFlag('atkm') + 45);",
		"itemEffectTip": "，攻击+50, 破防临界90",
		"canUseItemEffect": "true"
	},
	"sword5": {
		"cls": "equips",
		"name": "勇者之剑",
		"text": "一把很普通的勇者之剑, 附带皇者技能, 破防临界+120。",
		"equip": {
			"type": 0,
			"animate": "axe",
			"value": {
				"atk": 236
			},
			"percentage": {},
			"equipEvent": [
				{
					"type": "setValue",
					"name": "item:I380",
					"value": "1"
				},
				{
					"type": "setValue",
					"name": "flag:atkm",
					"operator": "+=",
					"value": "120"
				}
			],
			"unequipEvent": [
				{
					"type": "setValue",
					"name": "item:I380",
					"value": "0"
				},
				{
					"type": "setValue",
					"name": "flag:atkm",
					"value": "0"
				}
			]
		},
		"itemEffect": "core.status.hero.atk += 100\ncore.setFlag('atkm', core.getFlag('atkm') + 65);",
		"itemEffectTip": "，攻击+100, 破防临界120",
		"canUseItemEffect": "true"
	},
	"shield0": {
		"cls": "equips",
		"name": "铁盾",
		"text": "一面很普通的铁盾, 防御临界35",
		"equip": {
			"type": 1,
			"value": {
				"def": 10
			},
			"percentage": {},
			"equipEvent": [
				{
					"type": "setValue",
					"name": "flag:defm",
					"value": "35"
				}
			],
			"unequipEvent": [
				{
					"type": "setValue",
					"name": "flag:defm",
					"value": "40"
				}
			]
		},
		"itemEffect": "core.status.hero.def += 10\ncore.setFlag('defm', Math.min(core.getFlag('defm'), 35));",
		"itemEffectTip": "，防御+10, 防御临界35",
		"canUseItemEffect": "true"
	},
	"shield1": {
		"cls": "equips",
		"name": "钢盾",
		"text": "一个很普通的钢盾, 防御临界30",
		"equip": {
			"type": 1,
			"value": {
				"def": 13
			},
			"percentage": {},
			"equipEvent": [
				{
					"type": "setValue",
					"name": "flag:defm",
					"value": "30"
				}
			],
			"unequipEvent": [
				{
					"type": "setValue",
					"name": "flag:defm",
					"value": "40"
				}
			]
		},
		"itemEffect": "core.status.hero.def += 13\ncore.setFlag('defm', Math.min(core.getFlag('defm'), 30));",
		"itemEffectTip": "，防御+13, 防御临界30",
		"canUseItemEffect": "true"
	},
	"shield2": {
		"cls": "equips",
		"name": "银盾",
		"text": "一个很普通的银盾, 防御临界20",
		"equip": {
			"type": 1,
			"value": {
				"def": 35
			},
			"percentage": {},
			"equipEvent": [
				{
					"type": "setValue",
					"name": "flag:defm",
					"value": "20"
				}
			],
			"unequipEvent": [
				{
					"type": "setValue",
					"name": "flag:defm",
					"value": "40"
				}
			]
		},
		"itemEffect": "core.status.hero.def += 22\ncore.setFlag('defm', Math.min(core.getFlag('defm'), 25));",
		"itemEffectTip": "，防御+22, 防御临界25",
		"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": 70
			},
			"percentage": {},
			"equipEvent": [
				{
					"type": "setValue",
					"name": "flag:defm",
					"value": "15"
				}
			],
			"unequipEvent": [
				{
					"type": "setValue",
					"name": "flag:defm",
					"value": "40"
				}
			]
		},
		"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+30",
		"equip": {
			"type": 1,
			"value": {
				"mdef": 30,
				"def": 120
			},
			"percentage": {},
			"equipEvent": [
				{
					"type": "setValue",
					"name": "flag:defm",
					"value": "10"
				}
			],
			"unequipEvent": [
				{
					"type": "setValue",
					"name": "flag:defm",
					"value": "40"
				}
			]
		},
		"itemEffect": "core.status.hero.def += 50\ncore.status.hero.mdef += 5;\ncore.setFlag('defm', Math.min(core.getFlag('defm'), 10));",
		"itemEffectTip": "，防御+50, 护盾+30, 防御临界10",
		"canUseItemEffect": "true"
	},
	"shield5": {
		"cls": "equips",
		"name": "勇者之盾",
		"text": "防御临界5, 护盾+70, 仅能免疫夹击。",
		"equip": {
			"type": 1,
			"value": {
				"mdef": 100,
				"def": 220
			},
			"percentage": {},
			"equipEvent": [
				{
					"type": "setValue",
					"name": "flag:defm",
					"value": "5"
				},
				{
					"type": "setValue",
					"name": "flag:no_betweenAttack",
					"value": "true"
				}
			],
			"unequipEvent": [
				{
					"type": "setValue",
					"name": "flag:no_betweenAttack",
					"value": "false"
				},
				{
					"type": "setValue",
					"name": "flag:defm",
					"value": "40"
				}
			]
		},
		"itemEffect": "core.status.hero.def += 100;\ncore.status.hero.mdef += 70;\ncore.setFlag('defm', Math.min(core.getFlag('defm'), 5));",
		"itemEffectTip": "，防御+100，护盾+70, 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 + 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": "怪物手册",
		"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翻倍, 仅在21~35层区域有效。",
		"equip": {
			"type": 0,
			"value": {},
			"percentage": {}
		}
	},
	"freezeBadge": {
		"cls": "tools",
		"name": "霜之结晶",
		"text": "可以移除岩浆地形, 快捷键9。",
		"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10%"
	},
	"dagger": {
		"cls": "tools",
		"name": "神剑之证",
		"text": "可将面前除了大boss以外的怪物变为绿色史莱姆, 甚至对一些不可炸的小boss也是有效的, 比如皇宫区boss前守门的超级卫兵。同时也可以鉴别眼前的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()) != \"redKing\" && core.getBlockId(core.nextX(), core.nextY()) != \"vampire\" && core.getBlockId(core.nextX(), core.nextY()) != \"fairyEnemy\" && core.getBlockId(core.nextX(), core.nextY()) != \"magicMaster\" && core.getBlockId(core.nextX(), core.nextY()) != \"E463\" && core.getBlockId(core.nextX(), core.nextY()) != \"E500\" && core.getBlockId(core.nextX(), core.nextY()) != \"E477\" && core.getBlockId(core.nextX(), core.nextY()) != \"E429\" && core.getBlockId(core.nextX(), core.nextY()) != \"E354\" && core.getBlockId(core.nextX(), core.nextY()) != \"evilFairy\" && core.getBlockId(core.nextX(), core.nextY()) != \"E511\") || (core.getBlockId(core.nextX(), core.nextY()) == \"princess\" && core.status.floorId == \"MT50\")"
	},
	"amulet": {
		"cls": "constants",
		"name": "护符",
		"text": "免疫负面地形。"
	},
	"bigKey": {
		"cls": "tools",
		"name": "大黄门钥匙",
		"text": "可以打开一整层的黄门",
		"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, 草坪以及罐子木箱木桶等物品。",
		"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": "可以破开冰墙。",
		"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": "可以飞往楼上或同楼层次序更高区的相同位置。",
		"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 == \"MT35\") {\n\t\treturn false;\n\t}\n\tif (core.status.floorId == \"MT13\") {\n\t\treturn false;\n\t}\n\tif (core.status.floorId == \"MT20\") {\n\t\treturn false;\n\t}\n\tif (core.status.floorId == \"RM5\") {\n\t\treturn false;\n\t}\n\tif (core.status.floorId == \"B33\") {\n\t\treturn false;\n\t}\n\tif (core.status.floorId == \"B25\") {\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": "可以飞往楼下或同楼层但次序更低区的相同位置",
		"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 == \"MT1\" || core.status.floorId == \"MT50\" || core.status.floorId == \"RM0\" || core.status.floorId == \"RM13\") {\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": "解缓药水",
		"text": "可以解除迟缓状态",
		"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": "贤者结界",
		"text": "可以打开或者关闭辅助技能贤者结界, 伤害减少%1.5等级*自身防御, 消耗18点魔力, 快捷键C。",
		"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 = 18; // 技能的需求\n\tvar skillName = '贤者结界'; // 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 + core.getFlag(\"combineed\", 0)) { // 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('skillneed', 18); // 设置复合技能消耗\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(\"skillneed\", 0);\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": "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": "章",
		"text": "勇者贤者霸者之证三合一, 伤害提高0,1%等级, 减伤0,1%等级, 破防0,1%等级。",
		"hideInReplay": true,
		"useItemEffect": "",
		"canUseItemEffect": "true"
	},
	"wand": {
		"cls": "items",
		"name": "智慧魔杖",
		"useItemEvent": [
			{
				"type": "choices",
				"choices": [
					{
						"text": "等级+3, 均匀(攻防各10)",
						"action": [
							{
								"type": "setValue",
								"name": "status:lv",
								"operator": "+=",
								"value": "3"
							},
							{
								"type": "setValue",
								"name": "status:manamax",
								"operator": "+=",
								"value": "3"
							},
							{
								"type": "setValue",
								"name": "status:atk",
								"operator": "+=",
								"value": "10"
							},
							{
								"type": "setValue",
								"name": "status:def",
								"operator": "+=",
								"value": "10"
							}
						]
					},
					{
						"text": "等级+3, 攻击(20攻)",
						"action": [
							{
								"type": "setValue",
								"name": "status:lv",
								"operator": "+=",
								"value": "3"
							},
							{
								"type": "setValue",
								"name": "status:manamax",
								"operator": "+=",
								"value": "3"
							},
							{
								"type": "setValue",
								"name": "status:atk",
								"operator": "+=",
								"value": "20"
							}
						]
					},
					{
						"text": "等级+3, 防御(20防)",
						"action": [
							{
								"type": "setValue",
								"name": "status:lv",
								"operator": "+=",
								"value": "3"
							},
							{
								"type": "setValue",
								"name": "status:manamax",
								"operator": "+=",
								"value": "3"
							},
							{
								"type": "setValue",
								"name": "status:def",
								"operator": "+=",
								"value": "20"
							}
						]
					}
				]
			}
		],
		"itemEffect": "core.status.hero.hp += 1800;\ncore.status.hero.atk += 0;\ncore.status.hero.def += 0;\ncore.status.hero.mdef += 0;",
		"text": "血量+1800, 后可以选择提升属性。骑士队长的骑士剑盾攻防+10。"
	},
	"pack": {
		"cls": "items",
		"name": "钱袋",
		"itemEffect": "core.status.hero.money += 300",
		"itemEffectTip": "，金币+300"
	},
	"sj111": {
		"cls": "items",
		"name": "英雄魔杖",
		"canUseItemEffect": "true",
		"itemEffect": "core.status.hero.hp += 1000;\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5)",
						"action": [
							{
								"type": "setValue",
								"name": "status:lv",
								"operator": "+=",
								"value": "1"
							},
							{
								"type": "setValue",
								"name": "status:manamax",
								"operator": "+=",
								"value": "1"
							},
							{
								"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": "1"
							},
							{
								"type": "setValue",
								"name": "status:manamax",
								"operator": "+=",
								"value": "1"
							},
							{
								"type": "setValue",
								"name": "status:atk",
								"operator": "+=",
								"value": "10"
							}
						]
					},
					{
						"text": "等级+1, 防御(10防)",
						"action": [
							{
								"type": "setValue",
								"name": "status:lv",
								"operator": "+=",
								"value": "1"
							},
							{
								"type": "setValue",
								"name": "status:manamax",
								"operator": "+=",
								"value": "1"
							},
							{
								"type": "setValue",
								"name": "status:def",
								"operator": "+=",
								"value": "10"
							}
						]
					}
				]
			}
		],
		"text": "触碰提升1000血, 后可以选择提升属性。"
	},
	"adm200": {
		"cls": "items",
		"name": "大金币",
		"canUseItemEffect": null,
		"itemEffect": "core.status.hero.money += 100",
		"itemEffectTip": "，金币+100"
	},
	"I338": {
		"cls": "constants",
		"name": "臸猭玛巴",
		"canUseItemEffect": null,
		"text": "奇怪的物品, 可以打开主塔35层的冰室。上面写着很好, 你通过了我的测试, 你是个合格的勇士。"
	},
	"I339": {
		"cls": "constants",
		"name": "防弹术秘籍",
		"canUseItemEffect": null,
		"text": "涉及到防弹护罩的秘籍, 护盾+40, 可以抵御枪弹阻击伤害的三分之二, 降低火枪手的攻击力, 女侍卫领域的33%, 抵御魔法伤害(包括炎秘术、超负荷魔力、秘术死寂光环的附加)的30%。"
	},
	"I340": {
		"cls": "items",
		"name": "新物品",
		"canUseItemEffect": "true"
	},
	"I341": {
		"cls": "tools",
		"name": "魔力魔杖",
		"canUseItemEffect": "true",
		"text": "可以恢复100点魔力。",
		"itemEffect": null,
		"useItemEffect": "core.status.hero.mana += 100"
	},
	"I342": {
		"cls": "constants",
		"name": "贤者之证",
		"canUseItemEffect": "true",
		"text": "减伤0,3%等级。",
		"hideInReplay": true,
		"useItemEffect": ""
	},
	"I343": {
		"cls": "constants",
		"name": "霸者之证",
		"canUseItemEffect": "true",
		"useItemEffect": "",
		"text": "反弹0,1%等级减伤前伤害(对坚固、芝诺、骑士队长和臸扒材无效, 反弹部分伤害不计入攻击回复魔力), 忽视怪物0,1%等级防御力(对坚固无效)。",
		"hideInReplay": true
	},
	"I344": {
		"cls": "constants",
		"name": "宝珠",
		"canUseItemEffect": "true",
		"text": "尝试找某些懂得古董的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*1,5%*等级, 无视防御力, 消耗魔力26, 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 = 26; // 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 + core.getFlag(\"combineed\", 0)) { // 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(\"skillneed\", 26);\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\tcore.setFlag(\"skillneed\", 0);\n\t}\n})();",
		"hideInReplay": true
	},
	"I346": {
		"cls": "tools",
		"name": "魔法晶石",
		"canUseItemEffect": "true",
		"text": "恢复20点魔力, 快捷键8。",
		"itemEffect": null,
		"useItemEffect": "core.status.hero.mana += 20"
	},
	"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+10",
		"equip": null,
		"itemEffect": "core.status.hero.def += 10"
	},
	"I399": {
		"cls": "items",
		"name": "夏雷尔头盔",
		"canUseItemEffect": "true",
		"itemEffectTip": "，防御+10",
		"itemEffect": "core.status.hero.def += 10"
	},
	"I400": {
		"cls": "items",
		"name": "骑士盔甲",
		"canUseItemEffect": "true",
		"itemEffectTip": "，防御+20",
		"itemEffect": "core.status.hero.def += 20"
	},
	"I407": {
		"cls": "constants",
		"name": "天灵",
		"canUseItemEffect": "true",
		"text": "可以打开或关闭战斗技能天灵, 伤害1,3倍, 怪物伤害0.7倍, 消耗15点魔力, 快捷键C。",
		"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 = 26; // 技能的需求\n\tvar combiskillName = '天灵'; // 技能的名称\n\n\tif (core.getFlag('Luishi', 0) != skillValue) { // 判断当前是否已经开了技能\n\t\tif (core.getStatus('mana') >= skillNeed + core.getFlag(\"skillneed\", 0)) { // 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('Luishi', skillValue); // 开技能4\n\t\t\tcore.setFlag('combineed', 26); // 设置复合技能消耗\n\t\t\tcore.setFlag('combiskillName', combiskillName); // 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('Luishi', 0); // 关闭技能状态\n\t\tcore.setFlag(\"combineed\", 0);\n\t\tcore.setFlag('combiskillName', '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 = 48; // 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 + core.getFlag(\"combineed\", 0)) { // 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(\"skillneed\", 48);\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\tcore.setFlag(\"skillneed\", 0);\n\t}\n})();",
		"text": "可以使用魔法攻击, 攻击无视防御力, 消耗魔力48, 快捷键3。"
	},
	"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+145。",
		"itemEffectTip": "，攻击+100, 破防临界145",
		"itemEffect": "core.status.hero.atk += 100\ncore.setFlag('atkm', core.getFlag('atkm') + 145);",
		"equip": {
			"type": 0,
			"animate": "g22",
			"value": {
				"atk": 100
			},
			"percentage": {},
			"equipEvent": [
				{
					"type": "setValue",
					"name": "item:I417",
					"value": "1"
				},
				{
					"type": "setValue",
					"name": "flag:atkm",
					"operator": "+=",
					"value": "145"
				}
			],
			"unequipEvent": [
				{
					"type": "setValue",
					"name": "item:I417",
					"value": "0"
				},
				{
					"type": "setValue",
					"name": "flag:atkm",
					"value": "0"
				}
			]
		}
	},
	"I415": {
		"cls": "equips",
		"name": "暗魔杖",
		"canUseItemEffect": "true",
		"equip": {
			"type": 0,
			"animate": "darkC",
			"value": {
				"atk": 75
			},
			"percentage": {},
			"equipEvent": [
				{
					"type": "setValue",
					"name": "flag:atkm",
					"operator": "+=",
					"value": "70"
				}
			],
			"unequipEvent": [
				{
					"type": "setValue",
					"name": "flag:atkm",
					"value": "0"
				}
			]
		},
		"itemEffectTip": "，攻击+75, 破防临界70",
		"itemEffect": "core.status.hero.atk += 75\ncore.setFlag('atkm', core.getFlag('atkm') + 70);",
		"text": "暗魔杖, 攻击+75, 破防临界+70"
	},
	"I358": {
		"cls": "constants",
		"name": "血秘术",
		"canUseItemEffect": "true",
		"text": "伤害大于20时, 造成的伤害20%恢复自身(每次战斗只回复1回合)。",
		"hideInToolbox": false,
		"hideInReplay": true,
		"useItemEffect": ""
	},
	"I363": {
		"cls": "constants",
		"name": "必杀剑",
		"canUseItemEffect": "true",
		"text": "可以打开或关闭战斗技能必杀剑, 伤害提高1,3倍, 消耗魔力10, 快捷键C。",
		"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 = 10; // 技能的需求\n\tvar combiskillName = '必杀剑'; // 技能的名称\n\n\tif (core.getFlag('Luishi', 0) != skillValue) { // 判断当前是否已经开了技能\n\t\tif (core.getStatus('mana') >= skillNeed + core.getFlag(\"skillneed\", 0)) { // 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('Luishi', skillValue); // 开技能4\n\t\t\tcore.setFlag('combineed', 10); // 设置复合技能消耗\n\t\t\tcore.setFlag('combiskillName', combiskillName); // 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('Luishi', 0); // 关闭技能状态\n\t\tcore.setFlag(\"combineed\", 0);\n\t\tcore.setFlag('combiskillName', '无');\n\t}\n})();"
	},
	"I380": {
		"cls": "constants",
		"name": "皇者",
		"canUseItemEffect": "true",
		"text": "可以打开或关闭战斗技皇者, 5倍伤害, 消耗魔力40, 快捷键3。",
		"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 = 40; // 技能的需求\n\tvar combiskillName = '皇者'; // 技能的名称\n\n\tif (core.getFlag('Luishi', 0) != skillValue) { // 判断当前是否已经开了技能\n\t\tif (core.getStatus('mana') >= skillNeed + core.getFlag(\"skillneed\", 0)) { // 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('Luishi', skillValue); // 开技能4\n\t\t\tcore.setFlag('combineed', 40); // 设置复合技能消耗\n\t\t\tcore.setFlag('combiskillName', combiskillName); // 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('Luishi', 0); // 关闭技能状态\n\t\tcore.setFlag(\"combineed\", 0);\n\t\tcore.setFlag('combiskillName', '无');\n\t}\n})();"
	},
	"I417": {
		"cls": "constants",
		"name": "风秘术",
		"canUseItemEffect": "true",
		"text": "可以打开或关闭辅助技能风秘术, 附加攻击力的10+0.25%等级为魔攻, 该部分无视防御力, 消耗魔力18, 快捷键2。",
		"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 = 18; // 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 + core.getFlag(\"combineed\", 0)) { // 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(\"skillneed\", 18);\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\tcore.setFlag(\"skillneed\", 0);\n\t}\n})();"
	},
	"I376": {
		"cls": "constants",
		"name": "超负荷魔力",
		"canUseItemEffect": "true",
		"hideInReplay": true,
		"text": "可以打开或关闭辅助技能超负荷魔力, 附加攻击力的15%为魔攻, 该部分无视防御力, 如果怪物防御力低于主角攻击, 伤害翻倍。消耗魔力40, 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 = 40; // 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 + core.getFlag(\"combineed\", 0)) { // 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(\"skillneed\", 40);\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\tcore.setFlag(\"skillneed\", 0);\n\t}\n})();"
	},
	"I419": {
		"cls": "equips",
		"name": "全能神杖",
		"canUseItemEffect": "true",
		"text": "全能神杖, 附带技能超负荷魔力, 破防临界+120。",
		"itemEffectTip": "，攻击+200, 破防临界120",
		"equip": {
			"type": 0,
			"animate": "g13-cri",
			"value": {
				"atk": 200
			},
			"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": "可以打开或关闭战斗技罠, 中罠怪物1个回合不能行动且免疫先攻和吸血, 消耗7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 = 7; // 技能的需求\n\tvar combiskillName = '罠'; // 技能的名称\n\n\tif (core.getFlag('Luishi', 0) != skillValue) { // 判断当前是否已经开了技能\n\t\tif (core.getStatus('mana') >= skillNeed + core.getFlag(\"skillneed\", 0)) { // 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('Luishi', skillValue); // 开技能4\n\t\t\tcore.setFlag('combineed', 7); // 设置复合技能消耗\n\t\t\tcore.setFlag('combiskillName', combiskillName); // 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('Luishi', 0); // 关闭技能状态\n\t\tcore.setFlag(\"combineed\", 0);\n\t\tcore.setFlag('combiskillName', '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110。",
		"equip": {
			"type": 0,
			"animate": "g35",
			"value": {
				"atk": 200
			},
			"percentage": {},
			"equipEvent": [
				{
					"type": "setValue",
					"name": "flag:atkm",
					"operator": "+=",
					"value": "110"
				}
			],
			"unequipEvent": [
				{
					"type": "setValue",
					"name": "flag:atkm",
					"operator": "-=",
					"value": "110"
				}
			]
		}
	},
	"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10, 护盾+50。",
		"equip": {
			"type": 1,
			"value": {
				"mdef": 50,
				"def": 150
			},
			"percentage": {},
			"equipEvent": [
				{
					"type": "setValue",
					"name": "flag:defm",
					"operator": "-=",
					"value": "10"
				}
			],
			"unequipEvent": [
				{
					"type": "setValue",
					"name": "flag:defm",
					"operator": "+=",
					"value": "10"
				}
			]
		}
	},
	"I424": {
		"cls": "constants",
		"name": "深红",
		"canUseItemEffect": "true",
		"text": "可以打开或者关闭辅助技能深红, 伤害0.8倍, 当(乘以0.8和各种怪物本身属性的减伤以后的)伤害大于20时, 每回合恢复血量=伤害的30%, 可以与别的技能组合, 消耗魔力10, 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 = 10; // 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.getFlag(\"combineed\", 0)) { // 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(\"skillneed\", 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('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\tcore.setFlag(\"skillneed\", 0);\n\t}\n})();",
		"hideInReplay": true
	},
	"I425": {
		"cls": "constants",
		"name": "流石",
		"canUseItemEffect": "true",
		"text": "可以打开或者关闭战斗技能流石, 伤害*0,8, 伤害大于100且怪物伤害大于100时, 伤害的0.5%每回合恢复1点魔力。怪物不能有死气或秘术死寂光环属性, 最低开启魔力10, 快捷键2。",
		"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 = 10; // 技能的需求\n\tvar combiskillName = '流石'; // 技能的名称\n\n\tif (core.getFlag('Luishi', 0) != skillValue) { // 判断当前是否已经开了技能\n\t\tif (core.getStatus('mana') >= skillNeed + core.getFlag(\"skillneed\", 0)) { // 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('Luishi', skillValue); // 开技能4\n\t\t\tcore.setFlag('combineed', 10); // 设置复合技能消耗\n\t\t\tcore.setFlag('combiskillName', combiskillName); // 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('Luishi', 0); // 关闭技能状态\n\t\tcore.setFlag(\"combineed\", 0);\n\t\tcore.setFlag('combiskillName', '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, 等同辅助技能, 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": "存折和信用卡",
		"canUseItemEffect": "true",
		"text": "可以凭此在魔塔人民很行拿取灵石。"
	},
	"I466": {
		"cls": "items",
		"name": "七彩金币",
		"canUseItemEffect": null,
		"itemEffect": "core.status.hero.money += 2000",
		"itemEffectTip": "，金币+2000"
	},
	"I467": {
		"cls": "constants",
		"name": "妖精之歌颂",
		"canUseItemEffect": "true"
	},
	"I468": {
		"cls": "constants",
		"name": "圣神之加护",
		"canUseItemEffect": "true"
	},
	"I469": {
		"cls": "constants",
		"name": "魔力之源",
		"canUseItemEffect": "true"
	},
	"I470": {
		"cls": "constants",
		"name": "衰弱攻击",
		"canUseItemEffect": "true",
		"hideInReplay": true,
		"text": "降低敌人3*等级的攻防, 但对坚固无效(只能减少攻击部分)。消耗12点魔力, 快捷键2。",
		"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 = 12; // 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 + core.getFlag(\"combineed\", 0)) { // 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(\"skillneed\", 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\tcore.setFlag(\"skillneed\", 0);\n\t}\n})();"
	},
	"I471": {
		"cls": "constants",
		"name": "记事本",
		"canUseItemEffect": "true",
		"hideInReplay": true,
		"text": "查看NPC所售的物品, 并且记录NPC的重要对话和当前任务。",
		"useItemEffect": "core.insertCommonEvent(\"记事本\");"
	},
	"I472": {
		"cls": "constants",
		"name": "凡骨",
		"canUseItemEffect": "true",
		"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 = 10 * core.getFlag('multifangu', 0); // 技能的需求\n\tvar skillName = '凡骨' + core.getFlag('multifangu', 0); // 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.getFlag(\"combineed\", 0)) { // 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(\"skillneed\", +10 * core.getFlag('multifangu', 0));\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\tcore.setFlag(\"skillneed\", 0);\n\t}\n})();",
		"text": "打开或关闭辅助技能凡骨, 将3*等级的防御转换为攻击, 如果防御小于3倍等级, 则全部转化为攻击, 对坚固无效; 支持多次使用, 消耗魔力10, 快捷键1。"
	},
	"I479": {
		"cls": "constants",
		"name": "神秘的箱子。",
		"canUseItemEffect": "true",
		"text": "如果你是史莱姆, 回去找2F的勇士。"
	},
	"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.triggerDebuff('remove', ['poison', 'weak', 'curse']);",
		"text": "，生命+180, 解除所有不良负面效果。"
	},
	"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": "高级红宝石",
		"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": "高级蓝宝石",
		"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+300, 攻防+5",
		"itemEffectTip": "，生命+300, 攻防+5",
		"itemEffect": "core.status.hero.hp += 300;\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": "constants",
		"name": "天地破坏剑",
		"canUseItemEffect": "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 = 55; // 技能的需求\n\tvar skillName = '天地破坏剑'; // 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 + core.getFlag(\"combineed\", 0)) { // 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(\"skillneed\", 55);\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\tcore.setFlag(\"skillneed\", 0);\n\t}\n})();",
		"text": "可以打开或关闭辅助技能天地破坏剑, 攻击提高1+1,5%等级, 如果原始攻击高于怪物防御则伤害4倍化, 消耗魔力55, 快捷键3。"
	},
	"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 = 1; // 技能的需求\n\tvar combiskillName = '神气合一'; // 技能的名称\n\n\tif (core.getFlag('Luishi', 0) != skillValue) { // 判断当前是否已经开了技能\n\t\tif (core.getStatus('mana') >= skillNeed + core.getFlag(\"skillneed\", 0)) { // 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('Luishi', skillValue); // 开技能4\n\t\t\tcore.setFlag('combineed', 1); // 设置复合技能消耗\n\t\t\tcore.setFlag('combiskillName', combiskillName); // 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('Luishi', 0); // 关闭技能状态\n\t\tcore.setFlag(\"combineed\", 0);\n\t\tcore.setFlag('combiskillName', '无');\n\t}\n})();",
		"text": "打开或关闭战斗技能神气合一, 燃烧清空魔力, 减伤=当前魔力*1.5等级, 如果是和辅助技共用的, 则当前魔力需要减去发动辅助技所需魔力, 最低开启魔力1, 快捷键1。"
	},
	"I349": {
		"cls": "items",
		"name": "中级绿宝石",
		"canUseItemEffect": "true",
		"text": "，护盾+${3 * core.values.greenGem}",
		"itemEffect": "core.status.hero.mdef += 3 * core.values.greenGem * core.status.thisMap.ratio",
		"itemEffectTip": "，护盾+${3 * core.values.greenGem * core.status.thisMap.ratio}"
	},
	"I352": {
		"cls": "items",
		"name": "高级绿宝石",
		"canUseItemEffect": "true",
		"itemEffectTip": "，护盾+${5 * core.values.greenGem * core.status.thisMap.ratio}",
		"itemEffect": "core.status.hero.mdef += 5 * core.values.greenGem * core.status.thisMap.ratio",
		"text": "，护盾+${5 * core.values.greenGem}"
	},
	"I403": {
		"cls": "equips",
		"name": "星光神盾",
		"canUseItemEffect": "true",
		"equip": {
			"type": 1,
			"value": {
				"mdef": 20,
				"def": 100
			},
			"percentage": {},
			"equipEvent": [
				{
					"type": "setValue",
					"name": "flag:defm",
					"value": "10"
				}
			],
			"unequipEvent": [
				{
					"type": "setValue",
					"name": "flag:defm",
					"value": "40"
				}
			]
		},
		"text": "一个很普通的星光神盾, 防御力+100, 护盾+20, 防御临界10。"
	},
	"I536": {
		"cls": "items",
		"name": "神圣剑",
		"canUseItemEffect": "true",
		"text": "一把很普通的神圣剑, 攻击临界150, 忽视魔法师30%防御。",
		"equip": {
			"type": 0,
			"animate": "bzz",
			"value": {
				"atk": 300
			},
			"percentage": {},
			"equipEvent": [
				{
					"type": "setValue",
					"name": "item:I519",
					"value": "1"
				},
				{
					"type": "setValue",
					"name": "flag:atkm",
					"operator": "+=",
					"value": "150"
				}
			],
			"unequipEvent": [
				{
					"type": "setValue",
					"name": "item:I519",
					"value": "0"
				},
				{
					"type": "setValue",
					"name": "flag:atkm",
					"operator": "-=",
					"value": "150"
				}
			]
		},
		"itemEffect": "core.status.hero.atk += 300\ncore.setFlag('atkm', core.getFlag('atkm') + 150);",
		"itemEffectTip": ", 攻击+300, 忽视魔法师一半的防御力, 破防临界+150"
	},
	"I537": {
		"cls": "items",
		"name": "神圣盾",
		"canUseItemEffect": "true",
		"text": "一个很普通的神圣盾, 防御临界1, 护盾+50, 免疫阻激夹域。",
		"equip": {
			"type": 1,
			"value": {
				"mdef": 150,
				"def": 280
			},
			"percentage": {},
			"equipEvent": [
				{
					"type": "setValue",
					"name": "flag:defm",
					"value": "1"
				},
				{
					"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"
				}
			]
		},
		"itemEffectTip": ", 防御+280 护盾+120, 免疫阻激夹域, 防御临界1。",
		"itemEffect": "core.status.hero.def += 280;\ncore.status.hero.mdef += 120;\ncore.setFlag('defm', Math.min(core.getFlag('defm'), 1));"
	},
	"I539": {
		"cls": "items",
		"name": "经验药水",
		"canUseItemEffect": "true",
		"itemEffectTip": ", 经验+10",
		"itemEffect": "core.status.hero.exp += 10"
	},
	"I543": {
		"cls": "tools",
		"name": "灵石",
		"canUseItemEffect": "true",
		"useItemEvent": [
			{
				"type": "choices",
				"choices": [
					{
						"text": "生命+2000",
						"action": [
							{
								"type": "playSound",
								"name": "回血"
							},
							{
								"type": "setValue",
								"name": "status:hp",
								"operator": "+=",
								"value": "2000"
							}
						]
					},
					{
						"text": "魔力+35",
						"action": [
							{
								"type": "playSound",
								"name": "回血"
							},
							{
								"type": "setValue",
								"name": "status:mana",
								"operator": "+=",
								"value": "35"
							}
						]
					},
					{
						"text": "攻击+4",
						"action": [
							{
								"type": "playSound",
								"name": "宝石"
							},
							{
								"type": "setValue",
								"name": "status:atk",
								"operator": "+=",
								"value": "4"
							}
						]
					},
					{
						"text": "防御+4",
						"action": [
							{
								"type": "playSound",
								"name": "宝石"
							},
							{
								"type": "setValue",
								"name": "status:def",
								"operator": "+=",
								"value": "4"
							}
						]
					},
					{
						"text": "护盾+12",
						"action": [
							{
								"type": "playSound",
								"name": "宝石"
							},
							{
								"type": "setValue",
								"name": "status:mdef",
								"operator": "+=",
								"value": "12"
							}
						]
					}
				]
			}
		],
		"text": "可以选择用于提高能力或恢复魔力恢复生命。"
	},
	"I432": {
		"cls": "constants",
		"name": "木灵珠",
		"canUseItemEffect": "true",
		"text": "剧情道具, 公主的魔攻升级为100%攻击转化的大魔攻。"
	},
	"I437": {
		"cls": "constants",
		"name": "金灵珠",
		"canUseItemEffect": "true",
		"text": "剧情道具"
	},
	"I451": {
		"cls": "constants",
		"name": "水灵珠",
		"canUseItemEffect": "true",
		"text": "剧情道具, 可以获得一个公主/勇士通用的技能, 且免疫毒衰。"
	},
	"I455": {
		"cls": "items",
		"name": "火灵珠",
		"canUseItemEffect": "true",
		"text": "剧情道具"
	},
	"I456": {
		"cls": "constants",
		"name": "土灵珠",
		"canUseItemEffect": "true",
		"text": "剧情道具, 持有后衰弱攻击的效果提升66%。"
	},
	"I563": {
		"cls": "constants",
		"name": "技能增幅器",
		"canUseItemEffect": "true",
		"useItemEvent": [
			{
				"type": "while",
				"condition": "1",
				"data": [
					{
						"type": "choices",
						"text": "\t[增幅器,I563]选择需要使用的技能组合: ",
						"choices": [
							{
								"text": "凡骨层数+1 (当前${flag:multifangu})",
								"need": "status:mana>=flag:combineed+10*(flag:multifangu+1)",
								"condition": "item:I472",
								"action": [
									{
										"type": "playSound",
										"name": "item.mp3"
									},
									{
										"type": "setValue",
										"name": "flag:multifangu",
										"operator": "+=",
										"value": "1"
									}
								]
							},
							{
								"text": "凡骨层数-1 (当前${flag:multifangu})",
								"condition": "flag:multifangu>=2",
								"action": [
									{
										"type": "playSound",
										"name": "item.mp3"
									},
									{
										"type": "setValue",
										"name": "flag:multifangu",
										"operator": "-=",
										"value": "1"
									}
								]
							},
							{
								"text": "先不用",
								"action": [
									{
										"type": "break",
										"n": 1
									}
								]
							}
						]
					}
				]
			}
		],
		"text": "点击可以选择使用凡骨技能的次数, 每次战斗结束后都会变回1。"
	},
	"I564": {
		"cls": "items",
		"name": "经验药瓶",
		"canUseItemEffect": "true",
		"itemEffectTip": ", 经验+60",
		"itemEffect": "core.status.hero.exp += 60"
	},
	"I410": {
		"cls": "tools",
		"name": "随意门",
		"canUseItemEffect": "var can = false;\nvar next = core.getBlockId(core.nextX(), core.nextY());\nif (next == \"yellowWall\" || next == \"whiteWall\" || next == \"lavaNet\" || next == \"lava\" || next == \"ice\" || next == \"T492\" || next == \"T526\" || next == \"T589\" || next == \"T591\" || next == \"T594\" || next == \"magentaWall\" || next == \"star\" || next == \"blueLava\") can = true;",
		"useItemEffect": "core.insertAction([{ \"type\": \"setBlock\", \"number\": 83, \"loc\": [core.nextX(), core.nextY()] }])",
		"text": "可以把非承重墙、血网、水体和星空转变为红门。"
	},
	"I565": {
		"cls": "constants",
		"name": "角色切换器",
		"canUseItemEffect": "true"
	}
}