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,
		"hideInReplay": true,
		"itemEffect": "if (flags.theHero == 'woman') {\n\tif (core.inArray(flags.skill1, \"钥匙の卖价I\"))\n\t\tcore.status.hero.money += 100;\n\telse\n\t\tcore.status.hero.money += 50;\n}",
		"canUseItemEffect": "50"
	},
	"blueKey": {
		"cls": "tools",
		"name": "蓝钥匙",
		"text": "可以打开一扇蓝门",
		"hideInToolbox": true,
		"hideInReplay": true,
		"itemEffect": "if (flags.theHero == 'woman') {\n\tif (core.inArray(flags.skill1, \"钥匙の卖价II\"))\n\t\tcore.status.hero.money += 200;\n\telse\n\t\tcore.status.hero.money += 100;\n}",
		"canUseItemEffect": "100"
	},
	"redKey": {
		"cls": "tools",
		"name": "红钥匙",
		"text": "可以打开一扇红门",
		"hideInToolbox": true,
		"hideInReplay": true,
		"itemEffect": "if (flags.theHero == 'woman') {\n\tif (core.inArray(flags.skill1, \"钥匙の卖价III\"))\n\t\tcore.status.hero.money += 500;\n\telse\n\t\tcore.status.hero.money += 250;\n}",
		"canUseItemEffect": "250"
	},
	"redGem": {
		"cls": "items",
		"name": "红宝石",
		"text": "攻击+${core.values.redGem}",
		"itemEffect": "var ratio = core.status.thisMap.ratio;\nif (core.status.event.id == 'viewMaps')\n\tratio = core.status.maps[core.status.event.data.floorId].ratio;\nif (flags.theHero != 'woman' || core.inArray(flags.skill1, \"贪婪I\")) {\n\tcore.status.hero.atk += core.values.redGem * ratio * (flags.redG_use >= ratio ? 2 : 1);\n}\nif (flags.theHero == 'woman') {\n\tif (core.inArray(flags.skill1, \"宝石の卖价\"))\n\t\tcore.status.hero.money += 100 * ratio;\n\telse\n\t\tcore.status.hero.money += 50 * ratio;\n}",
		"itemEffectTip": "，提升 ${core.values.redGem * core.status.thisMap.ratio* (flags.redG_use >= core.status.thisMap.ratio ? 2 : 1)} 点攻击",
		"useItemEffect": "core.status.hero.atk += core.values.redGem",
		"canUseItemEffect": "50"
	},
	"blueGem": {
		"cls": "items",
		"name": "蓝宝石",
		"text": "，防御+${core.values.blueGem}",
		"itemEffect": "var ratio = core.status.thisMap.ratio;\nif (core.status.event.id == 'viewMaps')\n\tratio = core.status.maps[core.status.event.data.floorId].ratio;\nif (flags.theHero != 'woman' || core.inArray(flags.skill1, \"贪婪I\"))\n\tcore.status.hero.def += core.values.blueGem * ratio * (flags.blueG_use >= ratio ? 2 : 1);\nif (flags.theHero == 'woman') {\n\tif (core.inArray(flags.skill1, \"宝石の卖价\"))\n\t\tcore.status.hero.money += 100 * ratio;\n\telse\n\t\tcore.status.hero.money += 50 * ratio;\n}",
		"itemEffectTip": "，提升 ${core.values.blueGem * core.status.thisMap.ratio* (flags.blueG_use >= core.status.thisMap.ratio ? 2 : 1)} 点防御",
		"useItemEffect": "core.status.hero.def += core.values.blueGem",
		"canUseItemEffect": "50"
	},
	"greenGem": {
		"cls": "items",
		"name": "绿宝石",
		"text": "，护盾+${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": "var ratio = core.status.thisMap.ratio;\nif (core.status.event.id == 'viewMaps')\n\tratio = core.status.maps[core.status.event.data.floorId].ratio;\nif (flags.theHero != 'woman' || core.inArray(flags.skill1, \"贪婪I\"))\n\tcore.status.hero.hp += core.values.redPotion * ratio * (flags.Potion_use >= ratio ? 1.5 : 1);\nif (flags.theHero == 'woman') {\n\tif (core.inArray(flags.skill1, \"血瓶の卖价\"))\n\t\tcore.status.hero.money += 50 * ratio;\n\telse\n\t\tcore.status.hero.money += 25 * ratio;\n}",
		"itemEffectTip": "，提升 ${core.values.redPotion * core.status.thisMap.ratio* (flags.Potion_use >= core.status.thisMap.ratio ? 1.5 : 1)} 点生命",
		"useItemEffect": "core.status.hero.hp += core.values.redPotion",
		"canUseItemEffect": "25"
	},
	"bluePotion": {
		"cls": "items",
		"name": "蓝血瓶",
		"text": "，生命+${core.values.bluePotion}",
		"itemEffect": "var ratio = core.status.thisMap.ratio;\nif (core.status.event.id == 'viewMaps')\n\tratio = core.status.maps[core.status.event.data.floorId].ratio;\nif (flags.theHero != 'woman' || core.inArray(flags.skill1, \"贪婪I\"))\n\tcore.status.hero.hp += core.values.bluePotion * ratio * (flags.Potion_use >= ratio ? 1.5 : 1);\nif (flags.theHero == 'woman') {\n\tif (core.inArray(flags.skill1, \"血瓶の卖价\"))\n\t\tcore.status.hero.money += 200 * ratio;\n\telse\n\t\tcore.status.hero.money += 100 * ratio;\n}",
		"itemEffectTip": "，提升 ${core.values.bluePotion * core.status.thisMap.ratio* (flags.Potion_use >= core.status.thisMap.ratio ? 1.5 : 1)} 点生命",
		"useItemEffect": "core.status.hero.hp += core.values.bluePotion",
		"canUseItemEffect": "100"
	},
	"yellowPotion": {
		"cls": "items",
		"name": "黄血瓶",
		"text": "，生命+${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": "if (flags.theHero != 'woman' || core.inArray(flags.skill1, \"贪婪II\")) {\n\tvar double = 1;\n\tif (flags.theHero === 'thief' && core.inArray(flags.skill1, \"双刀流\"))\n\t\tdouble = 1.5;\n\tif (flags.theHero == 'woman' && core.inArray(flags.skill1, \"贪婪II\"))\n\t\tdouble = 0.5;\n\tvar atk = 0;\n\tif (flags.nowWeapon != null)\n\t\tatk -= Math.ceil(Number(core.material.items[flags.nowWeapon].canUseItemEffect) / 10) * double;\n\tif (flags.theHero === 'child' && flags.nowWeapon == null) {\n\t\tif (core.inArray(flags.skill1, \"剑御者I\"))\n\t\t\tatk += 10;\n\t\tif (core.inArray(flags.skill1, \"剑御者II\"))\n\t\t\tatk += 20;\n\t\tif (core.inArray(flags.skill1, \"剑御者III\"))\n\t\t\tatk += 40;\n\t}\n\tcore.status.hero.atk += 10 * double + atk;\n}\nif (flags.theHero == 'woman') {\n\tif (core.inArray(flags.skill1, \"装备の卖价\"))\n\t\tcore.status.hero.money += 500;\n\telse\n\t\tcore.status.hero.money += 250;\n}",
		"itemEffectTip": "，提升 ${10*(flags.theHero=='woman'?0.5:1)} 点攻击",
		"canUseItemEffect": "100"
	},
	"sword2": {
		"cls": "items",
		"name": "银剑",
		"text": "一把很普通的银剑",
		"equip": {
			"type": 0,
			"animate": "sword",
			"value": {
				"atk": 20
			}
		},
		"itemEffect": "if (flags.theHero != 'woman' || core.inArray(flags.skill1, \"贪婪II\")) {\n\tvar double = 1;\n\tif (flags.theHero === 'thief' && core.inArray(flags.skill1, \"双刀流\"))\n\t\tdouble = 1.5;\n\tif (flags.theHero == 'woman' && core.inArray(flags.skill1, \"贪婪II\"))\n\t\tdouble = 0.5;\n\tvar atk = 0;\n\tif (flags.nowWeapon != null)\n\t\tatk -= Math.ceil(Number(core.material.items[flags.nowWeapon].canUseItemEffect) / 10) * double;\n\tif (flags.theHero === 'child' && flags.nowWeapon == null) {\n\t\tif (core.inArray(flags.skill1, \"剑御者I\"))\n\t\t\tatk += 10;\n\t\tif (core.inArray(flags.skill1, \"剑御者II\"))\n\t\t\tatk += 20;\n\t\tif (core.inArray(flags.skill1, \"剑御者III\"))\n\t\t\tatk += 40;\n\t}\n\tcore.status.hero.atk += 20 * double + atk;\n}\nif (flags.theHero == 'woman') {\n\tif (core.inArray(flags.skill1, \"装备の卖价\"))\n\t\tcore.status.hero.money += 1000;\n\telse\n\t\tcore.status.hero.money += 500;\n}",
		"itemEffectTip": "，提升 ${20*(flags.theHero=='woman'?0.5:1)} 点攻击",
		"canUseItemEffect": "200"
	},
	"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": "if (flags.theHero != 'woman' || core.inArray(flags.skill1, \"贪婪II\")) {\n\tvar double = 1;\n\tif (flags.theHero === 'thief' && core.inArray(flags.skill1, \"双刀流\"))\n\t\tdouble = 1.5;\n\tif (flags.theHero == 'woman' && core.inArray(flags.skill1, \"贪婪II\"))\n\t\tdouble = 0.5;\n\tvar atk = 0;\n\tif (flags.nowWeapon != null)\n\t\tatk -= Math.ceil(Number(core.material.items[flags.nowWeapon].canUseItemEffect) / 10) * double;\n\tif (flags.theHero === 'child' && flags.nowWeapon == null) {\n\t\tif (core.inArray(flags.skill1, \"剑御者I\"))\n\t\t\tatk += 10;\n\t\tif (core.inArray(flags.skill1, \"剑御者II\"))\n\t\t\tatk += 20;\n\t\tif (core.inArray(flags.skill1, \"剑御者III\"))\n\t\t\tatk += 40;\n\t}\n\tcore.status.hero.atk += 40 * double + atk;\n}\nif (flags.theHero == 'woman') {\n\tif (core.inArray(flags.skill1, \"装备の卖价\"))\n\t\tcore.status.hero.money += 2000;\n\telse\n\t\tcore.status.hero.money += 1000;\n}",
		"itemEffectTip": "，提升 ${40*(flags.theHero=='woman'?0.5:1)} 点攻击",
		"canUseItemEffect": "400"
	},
	"sword4": {
		"cls": "items",
		"name": "圣剑",
		"text": "一把很普通的圣剑",
		"equip": {
			"type": 0,
			"animate": "sword",
			"value": {
				"atk": 80
			}
		},
		"itemEffect": "if (flags.theHero != 'woman' || core.inArray(flags.skill1, \"贪婪II\")) {\n\tvar double = 1;\n\tif (flags.theHero === 'thief' && core.inArray(flags.skill1, \"双刀流\"))\n\t\tdouble = 1.5;\n\tif (flags.theHero == 'woman' && core.inArray(flags.skill1, \"贪婪II\"))\n\t\tdouble = 0.5;\n\tvar atk = 0;\n\tif (flags.nowWeapon != null)\n\t\tatk -= Math.ceil(Number(core.material.items[flags.nowWeapon].canUseItemEffect) / 10) * double;\n\tif (flags.theHero === 'child' && flags.nowWeapon == null) {\n\t\tif (core.inArray(flags.skill1, \"剑御者I\"))\n\t\t\tatk += 10;\n\t\tif (core.inArray(flags.skill1, \"剑御者II\"))\n\t\t\tatk += 20;\n\t\tif (core.inArray(flags.skill1, \"剑御者III\"))\n\t\t\tatk += 40;\n\t}\n\tcore.status.hero.atk += 50 * double + atk;\n}\nif (flags.theHero == 'woman') {\n\tif (core.inArray(flags.skill1, \"装备の卖价\"))\n\t\tcore.status.hero.money += 2500;\n\telse\n\t\tcore.status.hero.money += 1250;\n}",
		"itemEffectTip": "，提升 ${50*(flags.theHero=='woman'?0.5:1)} 点攻击",
		"canUseItemEffect": "500"
	},
	"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": "if (flags.theHero != 'woman' || core.inArray(flags.skill1, \"贪婪II\")) {\n\tvar double = 1;\n\tif (flags.theHero === 'thief' && core.inArray(flags.skill1, \"双刀流\"))\n\t\tdouble = 1.5;\n\tif (flags.theHero == 'woman' && core.inArray(flags.skill1, \"贪婪II\"))\n\t\tdouble = 0.5;\n\tvar atk = 0;\n\tif (flags.nowWeapon != null)\n\t\tatk -= Math.ceil(Number(core.material.items[flags.nowWeapon].canUseItemEffect) / 10) * double;\n\tif (flags.theHero === 'child' && flags.nowWeapon == null) {\n\t\tif (core.inArray(flags.skill1, \"剑御者I\"))\n\t\t\tatk += 10;\n\t\tif (core.inArray(flags.skill1, \"剑御者II\"))\n\t\t\tatk += 20;\n\t\tif (core.inArray(flags.skill1, \"剑御者III\"))\n\t\t\tatk += 40;\n\t}\n\tcore.status.hero.atk += 100 * double + atk;\n}\nif (flags.theHero == 'woman') {\n\tif (core.inArray(flags.skill1, \"装备の卖价\"))\n\t\tcore.status.hero.money += 5000;\n\telse\n\t\tcore.status.hero.money += 2500;\n}",
		"itemEffectTip": "，提升 ${100*(flags.theHero=='woman'?0.5:1)} 点攻击",
		"canUseItemEffect": "1000"
	},
	"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": "if (flags.theHero != 'woman' || core.inArray(flags.skill1, \"贪婪II\")) {\n\tif (flags.theHero != 'thief' || !core.inArray(flags.skill1, \"双刀流\")) {\n\t\tvar double = 1;\n\t\tif (flags.theHero == 'woman' && core.inArray(flags.skill1, \"贪婪II\"))\n\t\t\tdouble = 0.5;\n\t\tvar def = 0;\n\t\tif (flags.nowShield != null)\n\t\t\tdef -= Math.ceil(Number(core.material.items[flags.nowShield].canUseItemEffect) / 10);\n\t\tif (flags.theHero === 'child' && flags.nowShield == null) {\n\t\t\tif (core.inArray(flags.skill1, \"盾御者I\"))\n\t\t\t\tdef += 20;\n\t\t\tif (core.inArray(flags.skill1, \"盾御者II\"))\n\t\t\t\tdef += 40;\n\t\t\tif (core.inArray(flags.skill1, \"盾御者III\"))\n\t\t\t\tdef += 80;\n\t\t}\n\t\tcore.status.hero.def += 10 * double + def;\n\t}\n}\nif (flags.theHero == 'woman') {\n\tif (core.inArray(flags.skill1, \"装备の卖价\"))\n\t\tcore.status.hero.money += 500;\n\telse\n\t\tcore.status.hero.money += 250;\n}",
		"itemEffectTip": "，提升 ${10*(flags.theHero=='woman'?0.5:1)} 点防御",
		"canUseItemEffect": "100"
	},
	"shield2": {
		"cls": "items",
		"name": "银盾",
		"text": "一个很普通的银盾",
		"equip": {
			"type": 1,
			"value": {
				"def": 20
			}
		},
		"itemEffect": "if (flags.theHero != 'woman' || core.inArray(flags.skill1, \"贪婪II\")) {\n\tif (flags.theHero != 'thief' || !core.inArray(flags.skill1, \"双刀流\")) {\n\t\tvar double = 1;\n\t\tif (flags.theHero == 'woman' && core.inArray(flags.skill1, \"贪婪II\"))\n\t\t\tdouble = 0.5;\n\t\tvar def = 0;\n\t\tif (flags.nowShield != null)\n\t\t\tdef -= Math.ceil(Number(core.material.items[flags.nowShield].canUseItemEffect) / 10);\n\t\tif (flags.theHero === 'child' && flags.nowShield == null) {\n\t\t\tif (core.inArray(flags.skill1, \"盾御者I\"))\n\t\t\t\tdef += 20;\n\t\t\tif (core.inArray(flags.skill1, \"盾御者II\"))\n\t\t\t\tdef += 40;\n\t\t\tif (core.inArray(flags.skill1, \"盾御者III\"))\n\t\t\t\tdef += 80;\n\t\t}\n\t\tcore.status.hero.def += 20 * double + def;\n\t}\n}\nif (flags.theHero == 'woman') {\n\tif (core.inArray(flags.skill1, \"装备の卖价\"))\n\t\tcore.status.hero.money += 1000;\n\telse\n\t\tcore.status.hero.money += 500;\n}",
		"itemEffectTip": "，提升 ${20*(flags.theHero=='woman'?0.5:1)} 点防御",
		"canUseItemEffect": "200"
	},
	"shield3": {
		"cls": "items",
		"name": "骑士盾",
		"text": "一个很普通的骑士盾",
		"equip": {
			"type": 1,
			"value": {
				"def": 40
			}
		},
		"itemEffect": "if (flags.theHero != 'woman' || core.inArray(flags.skill1, \"贪婪II\")) {\n\tif (flags.theHero != 'thief' || !core.inArray(flags.skill1, \"双刀流\")) {\n\t\tvar double = 1;\n\t\tif (flags.theHero == 'woman' && core.inArray(flags.skill1, \"贪婪II\"))\n\t\t\tdouble = 0.5;\n\t\tvar def = 0;\n\t\tif (flags.nowShield != null)\n\t\t\tdef -= Math.ceil(Number(core.material.items[flags.nowShield].canUseItemEffect) / 10);\n\t\tif (flags.theHero === 'child' && flags.nowShield == null) {\n\t\t\tif (core.inArray(flags.skill1, \"盾御者I\"))\n\t\t\t\tdef += 20;\n\t\t\tif (core.inArray(flags.skill1, \"盾御者II\"))\n\t\t\t\tdef += 40;\n\t\t\tif (core.inArray(flags.skill1, \"盾御者III\"))\n\t\t\t\tdef += 80;\n\t\t}\n\t\tcore.status.hero.def += 40 * double + def;\n\t}\n}\nif (flags.theHero == 'woman') {\n\tif (core.inArray(flags.skill1, \"装备の卖价\"))\n\t\tcore.status.hero.money += 2000;\n\telse\n\t\tcore.status.hero.money += 1000;\n}",
		"itemEffectTip": "，提升 ${40*(flags.theHero=='woman'?0.5:1)} 点防御",
		"canUseItemEffect": "400"
	},
	"shield4": {
		"cls": "items",
		"name": "圣盾",
		"text": "一个很普通的圣盾",
		"equip": {
			"type": 1,
			"value": {
				"def": 80
			}
		},
		"itemEffect": "if (flags.theHero != 'woman' || core.inArray(flags.skill1, \"贪婪II\")) {\n\tif (flags.theHero != 'thief' || !core.inArray(flags.skill1, \"双刀流\")) {\n\t\tvar double = 1;\n\t\tif (flags.theHero == 'woman' && core.inArray(flags.skill1, \"贪婪II\"))\n\t\t\tdouble = 0.5;\n\t\tvar def = 0;\n\t\tif (flags.nowShield != null)\n\t\t\tdef -= Math.ceil(Number(core.material.items[flags.nowShield].canUseItemEffect) / 10);\n\t\tif (flags.theHero === 'child' && flags.nowShield == null) {\n\t\t\tif (core.inArray(flags.skill1, \"盾御者I\"))\n\t\t\t\tdef += 20;\n\t\t\tif (core.inArray(flags.skill1, \"盾御者II\"))\n\t\t\t\tdef += 40;\n\t\t\tif (core.inArray(flags.skill1, \"盾御者III\"))\n\t\t\t\tdef += 80;\n\t\t}\n\t\tcore.status.hero.def += 50 * double + def;\n\t}\n}\nif (flags.theHero == 'woman') {\n\tif (core.inArray(flags.skill1, \"装备の卖价\"))\n\t\tcore.status.hero.money += 2500;\n\telse\n\t\tcore.status.hero.money += 1250;\n}",
		"itemEffectTip": "，提升 ${50*(flags.theHero=='woman'?0.5:1)} 点防御",
		"canUseItemEffect": "500"
	},
	"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": "if (flags.theHero != 'woman' || core.inArray(flags.skill1, \"贪婪II\")) {\n\tif (flags.theHero != 'thief' || !core.inArray(flags.skill1, \"双刀流\")) {\n\t\tvar double = 1;\n\t\tif (flags.theHero == 'woman' && core.inArray(flags.skill1, \"贪婪II\"))\n\t\t\tdouble = 0.5;\n\t\tvar def = 0;\n\t\tif (flags.nowShield != null)\n\t\t\tdef -= Math.ceil(Number(core.material.items[flags.nowShield].canUseItemEffect) / 10);\n\t\tif (flags.theHero === 'child' && flags.nowShield == null) {\n\t\t\tif (core.inArray(flags.skill1, \"盾御者I\"))\n\t\t\t\tdef += 20;\n\t\t\tif (core.inArray(flags.skill1, \"盾御者II\"))\n\t\t\t\tdef += 40;\n\t\t\tif (core.inArray(flags.skill1, \"盾御者III\"))\n\t\t\t\tdef += 80;\n\t\t}\n\t\tcore.status.hero.def += 100 * double + def;\n\t}\n}\nif (flags.theHero == 'woman') {\n\tif (core.inArray(flags.skill1, \"装备の卖价\"))\n\t\tcore.status.hero.money += 5000;\n\telse\n\t\tcore.status.hero.money += 2500;\n}",
		"itemEffectTip": "，提升 ${100*(flags.theHero=='woman'?0.5:1)} 点防御${flags.theHero=='woman'?'':'，并免疫魔法伤害'}",
		"canUseItemEffect": "1000"
	},
	"superPotion": {
		"cls": "tools",
		"name": "圣水",
		"itemEffect": "if (flags.theHero == 'woman') {\n\tif (core.inArray(flags.skill1, \"秘宝の卖价\"))\n\t\tcore.status.hero.money += 2000;\n\telse\n\t\tcore.status.hero.money += 1000;\n}",
		"itemEffectTip": "增加10倍攻击和5倍防御的生命",
		"useItemEffect": "var hp = Math.round((10 * core.status.hero.atk + 5 * 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": "1000",
		"text": "增加10倍攻击和5倍防御的生命",
		"hideInToolbox": true,
		"hideInReplay": true
	},
	"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",
		"hideInReplay": 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._drawViewMaps(core.floorIds.indexOf(core.status.floorId))\n////core.ui.drawFly(core.floorIds.indexOf(core.status.floorId));",
		"canUseItemEffect": "(function () {\n\t//if (core.flags.flyNearStair && !core.nearStair()) \n\tif (!core.canMoveFloor())\n\t\treturn 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",
		"hideInToolbox": true,
		"hideInReplay": true,
		"canUseItemEffect": "10000",
		"itemEffect": "if (flags.theHero == 'woman') {\n\tif (core.inArray(flags.skill1, \"秘宝の卖价\"))\n\t\tcore.status.hero.money += 20000;\n\telse\n\t\tcore.status.hero.money += 10000;\n}"
	},
	"snow": {
		"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 = 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": "1000",
		"hideInToolbox": true,
		"hideInReplay": true,
		"itemEffect": "if (flags.theHero == 'woman') {\n\tif (core.inArray(flags.skill1, \"秘宝の卖价\"))\n\t\tcore.status.hero.money += 2000;\n\telse\n\t\tcore.status.hero.money += 1000;\n}"
	},
	"cross": {
		"cls": "constants",
		"name": "十字架",
		"text": "持有后无视怪物的无敌属性",
		"hideInToolbox": true,
		"hideInReplay": true,
		"canUseItemEffect": "1000",
		"itemEffect": "if (flags.theHero == 'woman') {\n\tif (core.inArray(flags.skill1, \"秘宝の卖价\"))\n\t\tcore.status.hero.money += 2000;\n\telse\n\t\tcore.status.hero.money += 1000;\n}"
	},
	"knife": {
		"cls": "constants",
		"name": "屠龙匕首",
		"text": "对魔龙攻击加倍",
		"hideInToolbox": true,
		"hideInReplay": true,
		"canUseItemEffect": "500",
		"itemEffect": "if (flags.theHero == 'woman') {\n\tif (core.inArray(flags.skill1, \"秘宝の卖价\"))\n\t\tcore.status.hero.money += 2000;\n\telse\n\t\tcore.status.hero.money += 1000;\n}"
	},
	"amulet": {
		"cls": "constants",
		"name": "护符",
		"text": "持有时无视负面地形",
		"hideInToolbox": true,
		"hideInReplay": true
	},
	"bigKey": {
		"cls": "tools",
		"name": "大黄门钥匙",
		"text": "可以开启当前层所有黄门",
		"itemEffect": "if (flags.theHero == 'woman') {\n\tif (core.inArray(flags.skill1, \"秘宝の卖价\"))\n\t\tcore.status.hero.money += 2000;\n\telse\n\t\tcore.status.hero.money += 1000;\n}",
		"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})();",
		"hideInToolbox": true,
		"hideInReplay": true
	},
	"greenKey": {
		"cls": "tools",
		"name": "绿钥匙",
		"text": "可以打开一扇绿门",
		"hideInToolbox": true,
		"hideInReplay": true
	},
	"steelKey": {
		"cls": "tools",
		"name": "铁门钥匙",
		"text": "可以打开一扇铁门",
		"hideInToolbox": true,
		"hideInReplay": true,
		"useItemEffect": "(function () {\n\tvar actions = core.searchBlock(\"*Door\").map(function (block) {\n\t\treturn { \"type\": \"openDoor\", \"loc\": [block.x, block.y], \"async\": true };\n\t});\n\tactions.push({ \"type\": \"waitAsync\" });\n\t//actions.push({ \"type\": \"tip\", \"text\": core.material.items[itemId].name + \"使用成功\" });\n\tcore.insertAction(actions);\n\tcore.insertAction([]);\n})();",
		"canUseItemEffect": "true"
	},
	"pickaxe": {
		"cls": "tools",
		"name": "破墙镐",
		"text": "可以破坏勇士面前的墙",
		"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 = true; // 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\n\t\tvar scan = core.utils.scan;\n\t\tif (core.inArray(flags.skill1, \"破墙镐精通\")) {\n\t\t\tvar temp = [];\n\t\t\tfor (var nx = 1; nx <= 11; nx++) {\n\t\t\t\tif (core.getBlock(nx, hero.loc.y) && core.getBlock(nx, hero.loc.y).event.canBreak)\n\t\t\t\t\ttemp.push({ x: core.getBlock(nx, hero.loc.y).x, y: core.getBlock(nx, hero.loc.y).y })\n\t\t\t}\n\t\t\tfor (var ny = 1; ny <= 11; ny++) {\n\t\t\t\tif (core.getBlock(hero.loc.x, ny) && core.getBlock(hero.loc.x, ny).event.canBreak)\n\t\t\t\t\ttemp.push({ x: core.getBlock(hero.loc.x, ny).x, y: core.getBlock(hero.loc.x, ny).y })\n\t\t\t}\n\t\t\tfor (var i in temp) {\n\t\t\t\tcore.addPop(32 * temp[i].x - 32, 32 * temp[i].y - 32, core.getBlockId(temp[i].x, temp[i].y));\n\t\t\t\tcore.removeBlock(temp[i].x, temp[i].y);\n\t\t\t\tsuccess = true;\n\t\t\t}\n\n\t\t} else {\n\t\t\tfor (var direction in 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\t\tvar delta = scan[direction];\n\t\t\t\tvar nx = core.getHeroLoc('x') + delta.x,\n\t\t\t\t\tny = core.getHeroLoc('y') + delta.y;\n\t\t\t\t//true\n\t\t\t\tif (canBreak(nx, ny) && nx >= 1 && nx <= 11 && ny >= 1 && ny <= 11) {\n\t\t\t\t\tcore.addPop(32 * nx - 32, 32 * ny - 32, core.getBlockId(nx, ny));\n\t\t\t\t\tcore.removeBlock(nx, ny);\n\t\t\t\t\tsuccess = true;\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\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": "1000",
		"hideInToolbox": true,
		"hideInReplay": true,
		"itemEffect": "if (flags.theHero == 'woman') {\n\tif (core.inArray(flags.skill1, \"秘宝の卖价\"))\n\t\tcore.status.hero.money += 2000;\n\telse\n\t\tcore.status.hero.money += 1000;\n}"
	},
	"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})();",
		"hideInToolbox": true,
		"hideInReplay": true
	},
	"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\t//console.log(222)\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 canBombBoss = function (x, y) {\n\t\t//console.log(111)\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\tvar isEndBoss = false;\n\t\tif (block.event.id === 'swordEmperor' || block.event.id === 'redKing')\n\t\t\tisEndBoss = true;\n\t\treturn enemy && !isEndBoss;\n\t};\n\n\tvar bombBoss = function (x, y) {\n\t\tif (!canBombBoss(x, y))\n\t\t\treturn;\n\t\tbombList.push([x, y]);\n\t\tcore.setEnemyOnPoint(x, y, null, 'hp', 0.5, '*=');\n\t\tcore.setEnemyOnPoint(x, y, null, 'atk', 0.5, '*=');\n\t\tcore.setEnemyOnPoint(x, y, null, 'def', 0.5, '*=');\n\t\t//console.log(111)\n\t}\n\n\tvar bomb = function (x, y) {\n\t\tif (!canBomb(x, y)) {\n\t\t\tif (core.inArray(flags.skill1, \"炸弹精通\"))\n\t\t\t\tbombBoss(x, y)\n\t\t\treturn;\n\t\t}\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\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，你获得了 ' + money + ' 金币');\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\t// core.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})();",
		"canUseItemEffect": "1000",
		"hideInToolbox": true,
		"hideInReplay": true,
		"itemEffect": "if (flags.theHero == 'woman') {\n\tif (core.inArray(flags.skill1, \"秘宝の卖价\"))\n\t\tcore.status.hero.money += 2000;\n\telse\n\t\tcore.status.hero.money += 1000;\n}"
	},
	"centerFly": {
		"cls": "tools",
		"name": "瞬移",
		"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.setFlag('talking', 0);\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})();",
		"hideInToolbox": true,
		"hideInReplay": true,
		"itemEffect": "if (flags.theHero == 'woman') {\n\tif (core.inArray(flags.skill1, \"秘宝の卖价\"))\n\t\tcore.status.hero.money += 2000;\n\telse\n\t\tcore.status.hero.money += 1000;\n}"
	},
	"upFly": {
		"cls": "tools",
		"name": "上楼器",
		"text": "可以飞往楼上的相同位置",
		"useItemEffect": "(function () {\n\tvar floorId = core.floorIds[core.floorIds.indexOf(core.status.floorId) + 1];\n\tif (core.status.event.id == 'action') {\n\t\tcore.insertAction([\n\t\t\t{ \"type\": \"changeFloor\", \"loc\": [core.getHeroLoc('x'), core.getHeroLoc('y')], \"floorId\": floorId },\n\t\t\t{ \"type\": \"tip\", \"text\": core.material.items[itemId].name + '使用成功' }\n\t\t]);\n\t} else {\n\t\tcore.changeFloor(floorId, null, core.status.hero.loc, null, function () {\n\t\t\tcore.drawTip(core.material.items[itemId].name + '使用成功');\n\t\t\tcore.replay();\n\t\t});\n\t}\n})();",
		"canUseItemEffect": "(function () {\n\tvar floorId = core.status.floorId,\n\t\tindex = core.floorIds.indexOf(floorId);\n\tif (floorId == 'MT49') return false;\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})();",
		"hideInToolbox": true,
		"hideInReplay": true,
		"itemEffect": "if (flags.theHero == 'woman') {\n\tif (core.inArray(flags.skill1, \"秘宝の卖价\"))\n\t\tcore.status.hero.money += 2000;\n\telse\n\t\tcore.status.hero.money += 1000;\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 (floorId == \"MT50\") return false;\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})();",
		"hideInToolbox": true,
		"hideInReplay": true,
		"itemEffect": "if (flags.theHero == 'woman') {\n\tif (core.inArray(flags.skill1, \"秘宝の卖价\"))\n\t\tcore.status.hero.money += 2000;\n\telse\n\t\tcore.status.hero.money += 1000;\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\tvar pops = [];\n\tfor (var index in core.status.thisMap.blocks) {\n\t\tvar block = core.status.thisMap.blocks[index];\n\t\tif (block.x >= 1 && block.x <= 11 && block.y >= 1 && block.y <= 11) {\n\t\t\tif (!block.disable && block.event.canBreak) {\n\t\t\t\tindexes.push(index);\n\t\t\t\tpops.push({ x: block.x, y: block.y });\n\t\t\t}\n\t\t}\n\t}\n\tfor (var i in pops) {\n\t\tcore.addPop(32 * pops[i].x - 32, 32 * pops[i].y - 32, core.getBlockId(pops[i].x, pops[i].y));\n\t}\n\tcore.removeBlockByIndexes(indexes);\n\tcore.redrawMap();\n\tcore.playSound('door.mp3');\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})();",
		"hideInToolbox": true,
		"hideInReplay": true,
		"itemEffect": "if (flags.theHero == 'woman') {\n\tif (core.inArray(flags.skill1, \"秘宝の卖价\"))\n\t\tcore.status.hero.money += 2000;\n\telse\n\t\tcore.status.hero.money += 1000;\n}"
	},
	"poisonWine": {
		"cls": "tools",
		"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": "tools",
		"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": "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": "tools",
		"name": "圣锤",
		"text": "该道具尚未被定义"
	},
	"lifeWand": {
		"cls": "tools",
		"name": "生命魔杖",
		"text": "可以恢复100点生命值",
		"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-${item:lifeWand})"
			},
			{
				"type": "comment",
				"text": "【接受用户输入】弹窗输入的结果将会保存在“flag:input”中\n如果需要更多帮助，请查阅帮助文档"
			},
			{
				"type": "if",
				"condition": "flag:input<=item:lifeWand",
				"true": [
					{
						"type": "setValue",
						"name": "item:lifeWand",
						"operator": "-=",
						"value": "flag:input"
					},
					{
						"type": "setValue",
						"name": "status:hp",
						"operator": "+=",
						"value": "flag:input*100"
					},
					{
						"type": "playSound",
						"name": "回血"
					},
					"成功使用${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": "true"
	},
	"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": "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": "记事本",
		"text": "可以记录并查看老人和商人说的话",
		"itemEffect": null,
		"canUseItemEffect": "true",
		"hideInToolbox": true,
		"hideInReplay": true,
		"useItemEffect": "core.insertCommonEvent(\"记事本\");"
	},
	"pack": {
		"cls": "items",
		"name": "钱袋",
		"itemEffect": "core.status.hero.money += 500",
		"itemEffectTip": "，金币+500"
	},
	"I300": {
		"cls": "constants",
		"name": "帮助",
		"text": "使用后可以查看帮助",
		"itemEffect": "core.insertCommonEvent(\"帮助\");",
		"canUseItemEffect": "true",
		"hideInToolbox": true,
		"hideInReplay": true
	},
	"Heros": {
		"cls": "constants",
		"name": "切换角色",
		"canUseItemEffect": "true",
		"text": "进行角色切换",
		"useItemEffect": "if (!core.isReplaying())\n\tcore.mychangeHero();",
		"hideInToolbox": true,
		"hideInReplay": true
	},
	"Skills": {
		"cls": "constants",
		"name": "角色升级",
		"canUseItemEffect": "true",
		"text": "进行角色升级",
		"useItemEffect": "if (!core.isReplaying())\n\tcore.myskilltree();",
		"hideInToolbox": true,
		"hideInReplay": true
	},
	"Pows": {
		"cls": "constants",
		"name": "大招",
		"canUseItemEffect": "true",
		"text": "使用大招",
		"hideInToolbox": true,
		"hideInReplay": true
	},
	"POW1": {
		"cls": "tools",
		"name": "超·觉醒",
		"canUseItemEffect": "true",
		"text": "限定技，当前生命和攻击翻倍",
		"useItemEffect": "hero.hp *= 2;\nhero.atk *= 2;\ncore.drawTip(core.material.items[itemId].name + '使用成功');\nif (!core.isReplaying())\n\tcore.addItem('POW1', 1);",
		"hideInToolbox": true,
		"hideInReplay": true
	},
	"POW2": {
		"cls": "tools",
		"name": "大崩坏",
		"canUseItemEffect": "true",
		"text": "限定技，破坏上层、本层、下层所有墙壁，并显示隐藏的楼梯",
		"useItemEffect": "(function () {\n\tvar threeF = [];\n\tfor (var i in core.floorIds) {\n\t\tif (core.floorIds[i] === core.status.floorId) {\n\t\t\tif (core.status.floorId != 'MT0')\n\t\t\t\tthreeF.push(core.floorIds[Number(i) - 1])\n\t\t\tthreeF.push(core.floorIds[i])\n\t\t\tif (core.status.floorId != 'MT50')\n\t\t\t\tthreeF.push(core.floorIds[Number(i) + 1])\n\t\t}\n\t}\n\tvar indexes = [];\n\tvar pops = [];\n\tvar findexes = [];\n\tfor (var i in threeF) {\n\t\tif (threeF[i] != null) {\n\t\t\tindexes[i] = [];\n\t\t\t//findexes[i] = [];\n\t\t\t//core.drawThumbnail(threeF[i]) ///这个绝对不能删\n\t\t\tcore.getMapBlocksObj(threeF[i])\n\t\t\tfor (var index in core.status.maps[threeF[i]].blocks) {\n\t\t\t\tvar block = core.status.maps[threeF[i]].blocks[index];\n\t\t\t\t//console.log(block.event.id)\n\t\t\t\tif (block.x >= 1 && block.x <= 11 && block.y >= 1 && block.y <= 11) {\n\t\t\t\t\tif (!block.disable && block.event.canBreak) {\n\t\t\t\t\t\tindexes[i].push(index);\n\t\t\t\t\t\tif (threeF[i] === core.status.floorId)\n\t\t\t\t\t\t\tpops.push({ x: block.x, y: block.y });\n\t\t\t\t\t}\n\t\t\t\t\tif (block.disable && (block.event.id == 'upFloor' || block.event.id == 'downFloor')) {\n\t\t\t\t\t\tfindexes.push({ x: block.x, y: block.y, f: threeF[i] });\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\t\t\t//core.removeBlockByIndexes(indexes[i], threeF[i]);\n\t\t}\n\t}\n\t//console.log(findexes)\n\tfor (var i in pops) {\n\t\tcore.addPop(32 * pops[i].x - 32, 32 * pops[i].y - 32, core.getBlockId(pops[i].x, pops[i].y));\n\t}\n\tfor (var i in threeF) {\n\t\t//if (threeF[i] == core.status.floorId)\n\t\tcore.removeBlockByIndexes(indexes[i], threeF[i]);\n\t}\n\tfor (var i in findexes) {\n\t\tcore.showBlock(findexes[i].x, findexes[i].y, findexes[i].f)\n\t}\n\t/*\n\t\tvar np = []\n\n\t\tfor (var k in threeF) {\n\t\t\tif (threeF[k] != core.status.floorId) {\n\t\t\t\t//core.saveMap(threeF[k])\n\t\t\t\t//core.status.maps[threeF[k]].map = core.cloneArray(core.status.maps[threeF[k]].map)\n\t\t\t\tfor (var i in core.status.maps[threeF[k]].map) {\n\t\t\t\t\tfor (var j in core.status.maps[threeF[k]].map[i]) {\n\t\t\t\t\t\tif (core.getBlockByNumber(core.status.maps[threeF[k]].map[i][j]).event.canBreak || ((core.status.maps[threeF[k]].map[i][j]) == -1))\n\t\t\t\t\t\t\t//np.push({ i: i, j: j, k: threeF[k] });\n\t\t\t\t\t\t\tcore.status.maps[threeF[k]].map[i][j] = 0;\n\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\t//core.saveMap(threeF[k])\n\t\t\t\t//core.status.maps[threeF[k]].map = core.cloneArray(core.status.maps[threeF[k]].map)\n\t\t\t}\n\t\t}\n\t\t\n\t\tfor (var n in np) {\n\t\t\tcore.removeBlock(np[n].i, np[n].j, np[n].k)\n\t\t}\n\t\tconsole.log(np)\n\t*/\n\n\tcore.redrawMap();\n\tcore.playSound('door.mp3');\n})();\nif (!core.isReplaying())\n\tcore.addItem('POW2', 1);",
		"hideInToolbox": true,
		"hideInReplay": true
	},
	"POW3": {
		"cls": "tools",
		"name": "渎神",
		"canUseItemEffect": "true",
		"text": "限定技，贪婪之神的供奉所需金币重置",
		"useItemEffect": "flags.times1 = 1;\ncore.drawTip(core.material.items[itemId].name + '使用成功');\nif (!core.isReplaying())\n\tcore.addItem('POW3', 1);",
		"hideInToolbox": true,
		"hideInReplay": true
	},
	"POW4": {
		"cls": "tools",
		"name": "大退化术",
		"canUseItemEffect": "true",
		"text": "限定技，将本层能破防的怪物变成绿色史莱姆，对大法师、魔王无效",
		"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\t//console.log(block.event.cls==='enemys')\n\t\tif (!block.disable && block.event.cls === 'enemys' && block.event.id != 'blackMagician' && block.event.id != 'swordEmperor' && block.event.id != 'redKing') {\n\t\t\tindexes.push({ x: block.x, y: block.y, id: block.event.id });\n\t\t}\n\t}\n\t//flags.maxMagic = 1;\n\tfor (var i in indexes) {\n\t\t//console.log(indexes[i].id + ':' + flags.Allstatus[3].atk + ',' + core.enemys.getEnemyInfo(indexes[i].id, null, indexes[i].x, indexes[i].y).def)\n\t\tif (core.inArray(flags.skill1, \"巫师\") || (flags.Allstatus[3].atk > core.enemys.getEnemyInfo(indexes[i].id, null, indexes[i].x, indexes[i].y).def)) {\n\t\t\tcore.setBlock('greenSlime', indexes[i].x, indexes[i].y)\n\t\t\tif (indexes[i].id == 'magicDragon' || indexes[i].id == 'magicDragon2' || indexes[i].id == 'greenKing') {\n\t\t\t\tcore.removeBlock(indexes[i].x - 1, indexes[i].y - 2);\n\t\t\t\tcore.removeBlock(indexes[i].x - 1, indexes[i].y - 1);\n\t\t\t\tcore.removeBlock(indexes[i].x - 1, indexes[i].y);\n\t\t\t\tcore.removeBlock(indexes[i].x, indexes[i].y - 2);\n\t\t\t\tcore.removeBlock(indexes[i].x, indexes[i].y - 1);\n\t\t\t\t//core.removeBlock(indexes[i].x, indexes[i].y);\n\t\t\t\tcore.removeBlock(indexes[i].x + 1, indexes[i].y - 2);\n\t\t\t\tcore.removeBlock(indexes[i].x + 1, indexes[i].y - 1);\n\t\t\t\tcore.removeBlock(indexes[i].x + 1, indexes[i].y);\n\t\t\t}\n\t\t}\n\t\t//core.afterBattle(indexes[i].id, indexes[i].x, indexes[i].y);\n\t}\n\tflags.maxMagic = 0;\n\t//core.removeBlockByIndexes(indexes);\n\tcore.redrawMap();\n\t//core.playSound('door.mp3');\n\tcore.drawTip(core.material.items[itemId].name + '使用成功');\n})();\nif (!core.isReplaying())\n\tcore.addItem('POW4', 1);",
		"hideInToolbox": true,
		"hideInReplay": true
	},
	"POW5": {
		"cls": "tools",
		"name": "女武神",
		"canUseItemEffect": "true",
		"text": "限定技，下次战斗公主攻击附加同楼层所有队友攻击",
		"useItemEffect": "flags.Valkyrie = 1;\ncore.drawHero();\ncore.drawTip(core.material.items[itemId].name + '使用成功');\nif (!core.isReplaying())\n\tcore.addItem('POW5', 1);",
		"hideInToolbox": true,
		"hideInReplay": true
	},
	"POW6": {
		"cls": "tools",
		"name": "天国の门",
		"canUseItemEffect": "true",
		"text": "限定技，直接前进到49层",
		"useItemEffect": "core.drawTip(core.material.items[itemId].name + '使用成功');\nif (!core.isReplaying())\n\tcore.addItem('POW6', 1);\ncore.insertCommonEvent('天国の门');",
		"hideInToolbox": true,
		"hideInReplay": true
	},
	"level1": {
		"cls": "items",
		"name": "勇者の证",
		"canUseItemEffect": "true",
		"text": "，勇者等级+1,生命+50,攻击+2,防御+2,技能点+1",
		"itemEffectTip": "，勇者等级+1,生命+50,攻击+2,防御+2,技能点+1",
		"itemEffect": ""
	},
	"level2": {
		"cls": "items",
		"name": "盗贼の证",
		"canUseItemEffect": "true",
		"itemEffectTip": "，盗贼等级+1,生命+30,攻击+3,防御+1,技能点+1",
		"text": "，盗贼等级+1,生命+30,攻击+3,防御+1,技能点+1"
	},
	"level3": {
		"cls": "items",
		"name": "商人の证",
		"canUseItemEffect": "true",
		"itemEffectTip": "，商人等级+1,生命+30,攻击+1,防御+1,技能点+1",
		"text": "，商人等级+1,生命+30,攻击+1,防御+1,技能点+1"
	},
	"level4": {
		"cls": "items",
		"name": "贤者の证",
		"canUseItemEffect": "true",
		"itemEffectTip": "，贤者等级+1,生命+30,攻击+2,防御+1,技能点+1",
		"text": "，贤者等级+1,生命+30,攻击+2,防御+1,技能点+1"
	},
	"level5": {
		"cls": "items",
		"name": "公主の证",
		"canUseItemEffect": "true",
		"itemEffectTip": "，公主等级+1,生命+20,攻击+2,防御+2,技能点+1",
		"text": "，公主等级+1,生命+20,攻击+2,防御+2,技能点+1"
	},
	"level6": {
		"cls": "items",
		"name": "妖精の证",
		"canUseItemEffect": "true",
		"itemEffectTip": "，妖精等级+1,生命+10,攻击+1,防御+1,技能点+1",
		"text": "，妖精等级+1,生命+10,攻击+1,防御+1,技能点+1"
	},
	"SuperBall": {
		"cls": "constants",
		"name": "水晶球",
		"canUseItemEffect": "true",
		"text": "献祭分数获取能力",
		"useItemEffect": "if (!core.isReplaying())\n\tcore.mySuper()",
		"hideInToolbox": true,
		"hideInReplay": true
	},
	"SuperBall2": {
		"cls": "items",
		"name": "魔法水晶球",
		"canUseItemEffect": "true"
	}
}