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+${core.values.redGem}",
		"itemEffect": "core.status.hero.atk += core.values.redGem * core.status.thisMap.ratio",
		"itemEffectTip": "，攻击+${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": "可以进行加点",
		"itemEffect": "core.status.hero.hp+=1000;core.status.hero.atk+=6;core.status.hero.def+=6;core.status.hero.mdef+=10;",
		"itemEffectTip": "，全属性提升",
		"useItemEvent": [
			{
				"type": "choices",
				"choices": [
					{
						"text": "攻击+1",
						"action": [
							{
								"type": "setValue",
								"name": "status:atk",
								"operator": "+=",
								"value": "1"
							}
						]
					},
					{
						"text": "防御+2",
						"action": [
							{
								"type": "setValue",
								"name": "status:def",
								"operator": "+=",
								"value": "2"
							}
						]
					},
					{
						"text": "生命+200",
						"action": [
							{
								"type": "setValue",
								"name": "status:hp",
								"operator": "+=",
								"value": "200"
							}
						]
					}
				]
			}
		],
		"canUseItemEffect": "true"
	},
	"redPotion": {
		"cls": "items",
		"name": "红血瓶",
		"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": "蓝血瓶",
		"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": "黄血瓶",
		"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": "绿血瓶",
		"text": "，生命+${core.values.greenPotion}",
		"itemEffect": "core.status.hero.hp += core.values.greenPotion * core.status.thisMap.ratio",
		"itemEffectTip": "，生命+${core.values.greenPotion * core.status.thisMap.ratio}",
		"useItemEffect": "core.status.hero.hp += core.values.greenPotion",
		"canUseItemEffect": "true"
	},
	"sword0": {
		"cls": "items",
		"name": "破旧的剑",
		"text": "一把已经生锈的剑",
		"equip": {
			"type": 0,
			"animate": "sword",
			"value": {
				"atk": 0
			}
		},
		"itemEffect": "core.status.hero.atk += 0",
		"itemEffectTip": "，攻击+0"
	},
	"sword1": {
		"cls": "items",
		"name": "铁剑",
		"text": "一把很普通的铁剑",
		"equip": {
			"type": 0,
			"animate": "sword",
			"value": {
				"atk": 10
			}
		},
		"itemEffect": "core.status.hero.atk += 10",
		"itemEffectTip": "，攻击+10"
	},
	"sword2": {
		"cls": "items",
		"name": "银剑",
		"text": "一把很普通的银剑",
		"equip": {
			"type": 0,
			"animate": "sword",
			"value": {
				"atk": 20
			}
		},
		"itemEffect": "core.status.hero.atk += 20",
		"itemEffectTip": "，攻击+20"
	},
	"sword3": {
		"cls": "items",
		"name": "骑士剑",
		"text": "一把很普通的骑士剑",
		"equip": {
			"type": 0,
			"animate": "sword",
			"value": {
				"atk": 40
			}
		},
		"itemEffect": "core.status.hero.atk += 40",
		"itemEffectTip": "，攻击+40"
	},
	"sword4": {
		"cls": "items",
		"name": "圣剑",
		"text": "一把很普通的圣剑",
		"equip": {
			"type": 0,
			"animate": "sword",
			"value": {
				"atk": 80
			}
		},
		"itemEffect": "core.status.hero.atk += 80",
		"itemEffectTip": "，攻击+80"
	},
	"sword5": {
		"cls": "items",
		"name": "神圣剑",
		"text": "一把很普通的神圣剑",
		"equip": {
			"type": 0,
			"animate": "sword",
			"value": {
				"atk": 160
			}
		},
		"itemEffect": "core.status.hero.atk += 100",
		"itemEffectTip": "，攻击+100"
	},
	"shield0": {
		"cls": "items",
		"name": "破旧的盾",
		"text": "一个很破旧的铁盾",
		"equip": {
			"type": 1,
			"value": {
				"def": 0
			}
		},
		"itemEffect": "core.status.hero.def += 0",
		"itemEffectTip": "，防御+0"
	},
	"shield1": {
		"cls": "items",
		"name": "铁盾",
		"text": "一个很普通的铁盾",
		"equip": {
			"type": 1,
			"value": {
				"def": 10
			}
		},
		"itemEffect": "core.status.hero.def += 10",
		"itemEffectTip": "，防御+10"
	},
	"shield2": {
		"cls": "items",
		"name": "银盾",
		"text": "一个很普通的银盾",
		"equip": {
			"type": 1,
			"value": {
				"def": 20
			}
		},
		"itemEffect": "core.status.hero.def += 20",
		"itemEffectTip": "，防御+20"
	},
	"shield3": {
		"cls": "items",
		"name": "骑士盾",
		"text": "一个很普通的骑士盾",
		"equip": {
			"type": 1,
			"value": {
				"def": 40
			}
		},
		"itemEffect": "core.status.hero.def += 40",
		"itemEffectTip": "，防御+40"
	},
	"shield4": {
		"cls": "items",
		"name": "圣盾",
		"text": "一个很普通的圣盾",
		"equip": {
			"type": 1,
			"value": {
				"def": 80
			}
		},
		"itemEffect": "core.status.hero.def += 80",
		"itemEffectTip": "，防御+80"
	},
	"shield5": {
		"cls": "items",
		"name": "神圣盾",
		"text": "一个很普通的神圣盾",
		"equip": {
			"type": 1,
			"value": {
				"def": 100,
				"mdef": 100
			}
		},
		"itemEffect": "core.status.hero.def += 100;core.status.hero.mdef += 100",
		"itemEffectTip": "，防御+100，护盾+100"
	},
	"superPotion": {
		"cls": "items",
		"name": "圣水",
		"itemEffect": "core.status.hero.hp *= 2",
		"itemEffectTip": "，生命值翻倍",
		"useItemEffect": "core.status.hero.hp *= 2; core.playSound('回血');",
		"canUseItemEffect": "true",
		"text": "生命值翻倍"
	},
	"silverCoin": {
		"cls": "items",
		"name": "银币",
		"itemEffect": "core.status.hero.money += 500",
		"itemEffectTip": "，金币+500"
	},
	"book": {
		"cls": "constants",
		"name": "怪物手册",
		"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": "楼层传送器",
		"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": "幸运金币",
		"text": "持有时打败怪物可得双倍金币"
	},
	"freezeBadge": {
		"cls": "constants",
		"name": "冰冻徽章",
		"text": "可以将面前的熔岩变成平地",
		"useItemEffect": "(function () {\n\tvar success = false;\n\n\tvar snowFourDirections = false; // 是否四方向雪花；如果是将其改成true\n\tif (snowFourDirections) {\n\t\t// 四方向雪花\n\t\tfor (var direction in core.utils.scan) {\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');\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);\n\t\tcore.addItem(itemId, 1);\n\t\treturn;\n\t}\n})();",
		"canUseItemEffect": "true"
	},
	"cross": {
		"cls": "constants",
		"name": "十字架",
		"text": "持有后无视怪物的无敌属性"
	},
	"dagger": {
		"cls": "constants",
		"name": "屠龙匕首",
		"text": "该道具尚未被定义"
	},
	"amulet": {
		"cls": "constants",
		"name": "护符",
		"text": "持有时无视负面地形"
	},
	"bigKey": {
		"cls": "items",
		"name": "大黄门钥匙",
		"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": null
	},
	"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": "constants",
		"name": "不好用的破墙镐",
		"text": "什么也做不了",
		"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; // 是否四方向破；如果是将其改成true\n\tif (pickaxeFourDirections) {\n\t\t// 四方向破\n\t\tfor (var direction in core.utils.scan) {\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');\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);\n\t\tcore.addItem(itemId, 1);\n\t\treturn;\n\t}\n})();",
		"canUseItemEffect": null
	},
	"icePickaxe": {
		"cls": "constants",
		"name": "不好用的破冰镐",
		"text": "什么也做不了",
		"useItemEffect": "(function () {\n\tcore.removeBlock(core.nextX(), core.nextY());\n\tcore.playSound('打开界面');\n\tcore.drawTip(core.material.items[itemId].name + '使用成功');\n})();",
		"canUseItemEffect": null,
		"equip": {
			"type": 0,
			"value": {},
			"percentage": {}
		}
	},
	"bomb": {
		"cls": "constants",
		"name": "不好用的炸弹",
		"text": "什么也做不了",
		"useItemEffect": "(function () {\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 bombList = []; // 炸掉的怪物坐标列表\n\tvar bombFourDirections = false; // 是否四方向可炸；如果是将其改成true。\n\tif (bombFourDirections) {\n\t\t// 四方向炸\n\t\tfor (var direction in core.utils.scan) {\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 (canBomb(nx, ny)) {\n\t\t\t\tbombList.push([nx, ny]);\n\t\t\t\tcore.removeBlock(nx, ny);\n\t\t\t}\n\t\t}\n\t} else {\n\t\t// 仅炸当前\n\t\tif (canBomb(core.nextX(), core.nextY())) {\n\t\t\tbombList.push([core.nextX(), core.nextY()]);\n\t\t\tcore.removeBlock(core.nextX(), core.nextY());\n\t\t}\n\t}\n\n\tif (bombList.length > 0) {\n\t\tcore.playSound('炸弹');\n\t\tcore.drawTip(core.material.items[itemId].name + '使用成功');\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);\n\t\tcore.addItem(itemId, 1);\n\t\treturn;\n\t}\n\n\t// 炸弹后事件\n\t// 这是一个使用炸弹也能开门的例子\n\t/*\n\tif (core.status.floorId=='xxx' && core.terrainExists(x0,y0,'specialDoor') // 某个楼层，该机关门存在\n\t\t&& !core.enemyExists(x1,y1) && !core.enemyExists(x2,y2)) // 且守门的怪物都不存在\n\t{\n\t\tcore.insertAction([ // 插入事件\n\t\t\t{\"type\": \"openDoor\", \"loc\": [x0,y0]} // 开门\n\t\t])\n\t}\n\t*/\n})();",
		"canUseItemEffect": null
	},
	"centerFly": {
		"cls": "items",
		"name": "不好用的中心对称飞行器",
		"text": "什么也做不了",
		"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": null
	},
	"upFly": {
		"cls": "items",
		"name": "不好用的上楼器",
		"text": "什么也做不了",
		"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": null
	},
	"downFly": {
		"cls": "items",
		"name": "不好用的下楼器",
		"text": "什么也做不了",
		"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": null
	},
	"earthquake": {
		"cls": "items",
		"name": "不好用的地震卷轴",
		"text": "什么也干不了",
		"useItemEffect": null,
		"canUseItemEffect": null
	},
	"poisonWine": {
		"cls": "items",
		"name": "解毒药水",
		"text": "可以解除中毒状态",
		"useItemEffect": "core.triggerDebuff('remove', 'poison');",
		"canUseItemEffect": "core.hasFlag('poison');"
	},
	"weakWine": {
		"cls": "items",
		"name": "解衰药水",
		"text": "可以解除衰弱状态",
		"useItemEffect": "core.triggerDebuff('remove', 'weak');",
		"canUseItemEffect": "core.hasFlag('weak');"
	},
	"curseWine": {
		"cls": "items",
		"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": "items",
		"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": "items",
		"name": "圣锤",
		"text": "该道具尚未被定义"
	},
	"lifeWand": {
		"cls": "items",
		"name": "不好用的生命魔杖",
		"text": "什么也做不了",
		"useItemEvent": [
			{
				"type": "comment",
				"text": "先恢复一个魔杖（因为使用道具必须消耗一个）"
			},
			{
				"type": "function",
				"function": "function(){\ncore.addItem('lifeWand', 1);\n}"
			},
			{
				"type": "playSound",
				"name": "打开界面"
			},
			{
				"type": "input",
				"text": "请输入生命魔杖使用次数：(0-${item:lifeWand})"
			},
			{
				"type": "if",
				"condition": "(flag:input<=item:lifeWand)",
				"true": [
					{
						"type": "setValue",
						"name": "item:lifeWand",
						"operator": "-=",
						"value": "flag:input"
					},
					{
						"type": "setValue",
						"name": "status:hp",
						"operator": "+=",
						"value": "flag:input*100"
					},
					{
						"type": "playSound",
						"name": "回血"
					},
					"成功使用${flag:input}次生命魔杖，恢复${flag:input*100}点生命。"
				],
				"false": [
					{
						"type": "playSound",
						"name": "操作失败"
					},
					"输入不合法！"
				]
			}
		],
		"canUseItemEffect": null
	},
	"jumpShoes": {
		"cls": "items",
		"name": "不好用的跳跃靴",
		"text": "什么也做不了",
		"useItemEffect": "core.playSound(\"跳跃\");\ncore.insertAction({ \"type\": \"jumpHero\", \"loc\": [core.nextX(2), core.nextY(2)] });",
		"canUseItemEffect": null
	},
	"skill1": {
		"cls": "constants",
		"name": "技能：二倍斩",
		"text": "可以打开或关闭主动技能二倍斩",
		"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 = '二倍斩'; // 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": "constants",
		"name": "游戏说明",
		"text": "打怪会得到对应的单质。你也可以向小怪加入单质并进行操作形成化合物，如果形成化合物，小怪就会消失。但是这样的话，你就不会得到对应单质。\n在打最后层的化学卫兵时，你的稀有气体量会决定boss属性。卫兵攻击增加（氦+2*氖+3*氩），生命增加（5*氦+10*氖+20*氩）击败boss后，资源会被换成生命。请尽量做个省教（×）\n对抗小怪时，只有当你有足够多的单质才能进行反应。正常情况下，你所增加的单质需要与化学方程式的量对应，而怪物对应的单质会自动配平。\n击败化学卫兵后，钥匙和各个单质会按比例增加生命。增加后你还可以开门。\n增加比例：蓝钥匙200，黄钥匙100，除氧气、氟气、氯气、溴、碘固定增加500以外，其他单质生命值增加5倍所含质子数。"
	},
	"I319": {
		"cls": "items",
		"name": "新物品",
		"canUseItemEffect": "true"
	},
	"I320": {
		"cls": "items",
		"name": "新物品",
		"canUseItemEffect": "true"
	},
	"I321": {
		"cls": "items",
		"name": "新物品",
		"canUseItemEffect": "true"
	},
	"I322": {
		"cls": "items",
		"name": "新物品",
		"canUseItemEffect": "true"
	},
	"I323": {
		"cls": "items",
		"name": "新物品",
		"canUseItemEffect": "true"
	},
	"I324": {
		"cls": "items",
		"name": "新物品",
		"canUseItemEffect": "true"
	},
	"I325": {
		"cls": "items",
		"name": "新物品",
		"canUseItemEffect": "true"
	},
	"I326": {
		"cls": "items",
		"name": "新物品",
		"canUseItemEffect": "true"
	},
	"I327": {
		"cls": "items",
		"name": "新物品",
		"canUseItemEffect": "true"
	},
	"I328": {
		"cls": "items",
		"name": "新物品",
		"canUseItemEffect": "true"
	},
	"I329": {
		"cls": "items",
		"name": "新物品",
		"canUseItemEffect": "true"
	},
	"I330": {
		"cls": "tools",
		"name": "氢气",
		"canUseItemEffect": null,
		"text": "无色无味无臭的气体，是最轻的气体，易燃烧。"
	},
	"I331": {
		"cls": "tools",
		"name": "氦",
		"canUseItemEffect": null,
		"text": "无色、无味的气体，密度比空气小且性质稳定，是唯一不能在标准大气压下固化的物质。氦是最不活泼的元素。\n通电发粉红色光。\n实际上，氦气在高压条件下可以合成氦钠化合物，但本作为了平衡，不涉及稀有气体的反应。"
	},
	"I332": {
		"cls": "tools",
		"name": "碳",
		"canUseItemEffect": null,
		"text": "纯净的、单质状态的碳有金刚石、石墨、C60(又称富勒烯或足球烯)，还有C36、C70、C84、C240、C540、碳纳米管等。它们是碳的同素异形体。\n而作为混合物的碳单质无定形碳，有木炭、焦炭、活性炭、炭黑、骨炭和糖炭等。\n除骨炭含碳在10%左右以外，其余主要成分都是单质碳。\n碳是地球上化合物种类最多的元素。\n有机物是含碳化合物(碳氧化物、碳硫化物、碳酸、碳酸盐、碳酸氢盐、金属碳化物、氰化物、硫氰化物、碳硼烷、烷基金属、羰基金属、金属的有机配体配合物等除外)或碳氢化合物及其常见衍生物的总称。\n由于时间、技术、能力等多重原因，本作中不涉及有机物。"
	},
	"I333": {
		"cls": "tools",
		"name": "氮气",
		"canUseItemEffect": null,
		"text": "单质氮在常况下是一种无色无嗅的气体，难于液化，难溶于水。标准情况下，密度略小于空气。\n氮气在极低温下会液化成白色液体，进一步降低温度时，会形成白色晶状固体。\n通常市场上供应的氮气都盛于黑色气体瓶中保存。不能燃烧，也不支持燃烧。"
	},
	"I334": {
		"cls": "tools",
		"name": "氧气",
		"canUseItemEffect": null,
		"text": "通常条件下呈无色、无臭和无味的气体，密度略大于空气。\n除惰性气体外的所有化学元素都能同氧形成化合物。大多数元素在含氧的气氛中加热时可生成氧化物。有许多元素可形成一种以上的氧化物。\n氧分子在低温下可形成水合晶体O₂.H₂O和O₂.2H₂O，后者较不稳定。"
	},
	"I335": {
		"cls": "tools",
		"name": "氟气",
		"canUseItemEffect": null,
		"text": "一种淡黄色，剧毒的气体。\n氟气的腐蚀性很强，化学性质极为活泼，是氧化性最强的物质之一，甚至可以和部分惰性气体在一定条件下反应。（惰性气体反应在本游戏中不体现）"
	},
	"I336": {
		"cls": "tools",
		"name": "氖",
		"canUseItemEffect": null,
		"text": "一种无色、无臭、无味的稀有气体，通电时发红色光。\n化学性质极不活泼，为稀有气体的成员之一。"
	},
	"I337": {
		"cls": "tools",
		"name": "钠",
		"canUseItemEffect": null,
		"text": "钠单质很软，具有银白色金属光泽，是热和电的良导体。钠的密度比水小，比煤油大。\n钠的金属性比较强，是很活泼的金属材料。\n钠单质不会在地球自然界中存在。"
	},
	"I338": {
		"cls": "tools",
		"name": "镁",
		"canUseItemEffect": null,
		"text": "镁是轻金属之一，具有银白色光泽，具有延展性，密度小，离子化倾向大。\n镁能与热水反应放出氢气，粉末或带状的镁在空气中燃烧时会发出强烈的白光。金属镁能与大多数非金属和差不多所有的酸化合。\n在空气中，镁的表面会生成一层很薄的氧化膜，使空气很难与它反应。"
	},
	"I339": {
		"cls": "tools",
		"name": "铝",
		"canUseItemEffect": null,
		"text": "铝是银白色轻金属，有延展性。\n在潮湿空气中能形成一层防止金属腐蚀的氧化膜。铝粉和铝箔在空气中加热能猛烈燃烧，并发出眩目的白色火焰。\n易溶于稀硫酸、硝酸、盐酸、氢氧化钠和氢氧化钾溶液，难溶于水。"
	},
	"I340": {
		"cls": "tools",
		"name": "硅",
		"canUseItemEffect": null,
		"text": "有无定形硅和晶体硅两种同素异形体。晶体硅为灰黑色，无定形硅为黑色。\n晶体硅属于原子晶体。不溶于水、硝酸和盐酸，溶于氢氟酸和碱液。硬而有金属光泽。\n硅也是极为常见的一种元素，然而它极少以单质的形式在自然界出现，而是以复杂的硅酸盐或二氧化硅的形式，广泛存在于岩石、砂砾、尘土之中。"
	},
	"I341": {
		"cls": "tools",
		"name": "白磷",
		"canUseItemEffect": null,
		"text": "白磷，几乎不溶于水，难溶于乙醇和甘油，较易溶于乙醚、苯、二硫化碳等。 \n在氧气中剧烈燃烧，产生明亮火光和浓厚的白烟，生成五氧化二磷。\n易燃，在暗处发淡绿色的光，化学性质活泼。"
	},
	"I342": {
		"cls": "tools",
		"name": "硫",
		"canUseItemEffect": null,
		"text": "硫单质俗称硫磺，淡黄色晶体，低毒。\n单质硫既有氧化性又有还原性。"
	},
	"I343": {
		"cls": "tools",
		"name": "氯气",
		"canUseItemEffect": null,
		"text": "氯气通常情况下为有强烈刺激性气味的黄绿色的有毒气体，密度是空气密度的2.5倍，易液化，熔沸点较低。\n可溶于水，且易溶于有机溶剂，难溶于饱和食盐水。1体积水在常温下可溶解2体积氯气，形成黄绿色氯水。"
	},
	"I344": {
		"cls": "tools",
		"name": "氩",
		"canUseItemEffect": null,
		"text": "氩单质为无色、无臭和无味的气体。是稀有气体中在空气中含量最多的一个。化学性极不活泼，不能燃烧，也不能助燃。"
	},
	"I345": {
		"cls": "tools",
		"name": "钾",
		"canUseItemEffect": null,
		"text": "钾是一种银白色的软质金属，蜡状，熔沸点低，密度比水小，化学性质极度活泼。\n在自然界没有单质形态存在，钾元素以盐的形式广泛的分布于陆地和海洋中。\n"
	},
	"I346": {
		"cls": "tools",
		"name": "钙",
		"canUseItemEffect": null,
		"text": "钙是银白色的轻金属，质软。化学性质活泼，能与水、酸反应。在空气中，其表面会形成一层氧化物和氮化物薄膜，以防止继续受到腐蚀。加热时，几乎能还原所有的金属氧化物。"
	},
	"I347": {
		"cls": "tools",
		"name": "锰",
		"canUseItemEffect": null,
		"text": "锰是一种银白色，有光泽的过渡金属。纯净的金属锰比铁稍软，含少量杂质的锰坚而脆，潮湿处会氧化。锰广泛存在于自然界中。"
	},
	"I348": {
		"cls": "tools",
		"name": "铁",
		"canUseItemEffect": null,
		"text": "纯铁具有银白色金属光泽，固体，质软，延展性良好，传导性（导电、导热）好。\n铁不仅具有金属晶体的物理共性，而且能被磁铁吸引，在磁场的作用下，铁自身磁化。\n铁活泼，在金属活动顺序表里排在氢的前面，为强还原剂，化合价有0、+2、+3、+6，最常见的价态是+2和+3。铁可以从溶液中还原金、铂、银、汞、铜或锡等离子。"
	},
	"I349": {
		"cls": "tools",
		"name": "铜",
		"canUseItemEffect": null,
		"text": "铜的氧化态有0、+1、+2、+3、+4，其中+1和+2是常见氧化态。"
	},
	"I350": {
		"cls": "tools",
		"name": "锌",
		"canUseItemEffect": null,
		"text": "锌是一种青白色、光亮、具有反磁性的金属，其密度比铁略小，呈六边形晶体结构。\n在常温下锌硬而易碎，在100~150℃下会变得有韧性。当温度超过210℃时，锌又重新变脆，可以用敲打来粉碎它。\n锌的电导率居中。在所有金属中，它的熔点和沸点相对较低。除了汞和镉以外，它的熔点是所有过渡金属里最低的。"
	},
	"I351": {
		"cls": "tools",
		"name": "溴",
		"canUseItemEffect": null,
		"text": "溴在常温常压下是有挥发性的红棕色液体，活性介于氯与碘之间。\n纯溴也称溴素。\n溴蒸气具有腐蚀性，并且有毒。"
	},
	"I352": {
		"cls": "tools",
		"name": "银",
		"canUseItemEffect": null,
		"text": "银是一种银白色的过渡金属，质软，富延展性，反光率极高。自然界中有银单质，但银元素主要以含银化合物矿石存在。\n银的化学性质稳定，活跃性低，价格贵，导热、导电性能很好，不易受化学药品腐蚀。"
	},
	"I353": {
		"cls": "tools",
		"name": "锡",
		"canUseItemEffect": null,
		"text": "锡是一种略带蓝色的白色光泽的低熔点金属元素，在化合物内是二价或四价，不会被空气氧化，主要以二氧化物(锡石)和各种硫化物(例如硫锡石)的形式存在。"
	},
	"I354": {
		"cls": "tools",
		"name": "碘",
		"canUseItemEffect": null,
		"text": "碘是紫黑色晶体，具有金属光泽，性脆，易升华，微溶于水。\n加热时，碘升华为紫色蒸汽，有刺激性气味，有毒。\n碘有毒性和腐蚀性，可与大部分元素直接化合。"
	},
	"I355": {
		"cls": "tools",
		"name": "钡",
		"canUseItemEffect": null,
		"text": "钡是银白色金属，有延展性。\n钡的化学活性很大，具有很强的还原性。\n它也是酸性溶液中最活泼的金属之一，仅次于锂，铯，铷与钾 。"
	},
	"I356": {
		"cls": "tools",
		"name": "金",
		"canUseItemEffect": null,
		"text": "在自然界中，金以单质的形式出现在岩石中的金块或金粒、地下矿脉及冲积层中。\n金的单质在室温下为固体，密度高、柔软、光亮、抗腐蚀，其展性是已知金属中最高的。\n金是一种过渡金属，在溶解后可以形成三价及单价正离子。金与大部分化学物都不会发生化学反应，但可以被氯、氟、王水及氰化物侵蚀。"
	},
	"I357": {
		"cls": "tools",
		"name": "汞",
		"canUseItemEffect": null,
		"text": "汞，俗称水银，是种密度大、银白色、室温下为液态的过渡金属，导热性能差，而导电性能较佳。\n汞容易与大部分普通金属形成合金。铁粉可以用于置换汞。\n汞不与大多数的酸反应，可以与空气中的硫化氢反应，还可以与粉末状的硫反应。\n汞具有恒定的体积膨胀系数，其金属活跃性低于锌和镉，且不能从酸溶液中置换出氢。"
	},
	"I358": {
		"cls": "tools",
		"name": "铅",
		"canUseItemEffect": null,
		"text": "铅是柔软和延展性强的弱金属，有毒，也是重金属，熔点很低。\n铅原本的颜色为青白色，在空气中表面很快被一层暗灰色的氧化铅覆盖。这层氧化铅形成一层致密的薄膜，防止内部的铅进一步被氧化。\n铅不易被腐蚀。"
	},
	"I359": {
		"cls": "items",
		"name": "新物品",
		"canUseItemEffect": "true"
	},
	"I360": {
		"cls": "items",
		"name": "暂时用不上的稀有气体",
		"canUseItemEffect": "true"
	},
	"I361": {
		"cls": "items",
		"name": "新物品",
		"canUseItemEffect": "true"
	},
	"I362": {
		"cls": "items",
		"name": "新物品",
		"canUseItemEffect": "true"
	},
	"I363": {
		"cls": "items",
		"name": "新物品",
		"canUseItemEffect": "true"
	}
}