var items_296f5d02_12fd_4166_a7c1_b5e830c9ee3a = 
{
	"yellowKey": {
		"cls": "tools",
		"name": "黄铜钥匙",
		"text": "可以打开一扇黄色的门",
		"hideInToolbox": true
	},
	"blueKey": {
		"cls": "tools",
		"name": "水晶钥匙",
		"text": "可以打开一扇蓝色的门",
		"hideInToolbox": true
	},
	"redKey": {
		"cls": "tools",
		"name": "珊瑚钥匙",
		"text": "可以打开一扇红色的门",
		"hideInToolbox": true
	},
	"redGem": {
		"cls": "items",
		"name": "红宝石",
		"text": "攻击增加${core.values.redGem}点",
		"itemEffect": "core.status.hero.atk += core.values.redGem * core.status.thisMap.ratio",
		"itemEffectTip": "，攻击增加${core.values.redGem * core.status.thisMap.ratio}点",
		"useItemEffect": "core.status.hero.atk += core.values.redGem",
		"canUseItemEffect": "true"
	},
	"blueGem": {
		"cls": "items",
		"name": "蓝宝石",
		"text": "，防御增加${core.values.blueGem}点",
		"itemEffect": "core.status.hero.def += core.values.blueGem * core.status.thisMap.ratio",
		"itemEffectTip": "，防御增加${core.values.blueGem * core.status.thisMap.ratio}点",
		"useItemEffect": "core.status.hero.def += core.values.blueGem",
		"canUseItemEffect": "true"
	},
	"greenGem": {
		"cls": "items",
		"name": "绿宝石",
		"text": "，护盾增加${core.values.greenGem}点",
		"itemEffect": "core.status.hero.mdef += core.values.greenGem * core.status.thisMap.ratio",
		"itemEffectTip": "，护盾增加${core.values.greenGem * core.status.thisMap.ratio}点",
		"useItemEffect": "core.status.hero.mdef += core.values.greenGem",
		"canUseItemEffect": "true"
	},
	"yellowGem": {
		"cls": "items",
		"name": "黄宝石",
		"text": "攻防各增加${core.values.redGem}点",
		"itemEffect": "core.status.hero.atk += core.values.redGem * core.status.thisMap.ratio;\ncore.status.hero.def += core.values.blueGem * core.status.thisMap.ratio",
		"itemEffectTip": "，攻防各增加${core.values.redGem* core.status.thisMap.ratio}点",
		"useItemEvent": null,
		"canUseItemEffect": "true"
	},
	"redPotion": {
		"cls": "items",
		"name": "伤药",
		"text": "，体力回复${core.values.redPotion}点",
		"itemEffect": "core.status.hero.hp += core.values.redPotion * core.status.thisMap.ratio",
		"itemEffectTip": "，体力回复${core.values.redPotion * core.status.thisMap.ratio}点",
		"useItemEffect": "core.status.hero.hp += core.values.redPotion",
		"canUseItemEffect": "true"
	},
	"bluePotion": {
		"cls": "items",
		"name": "高级伤药",
		"text": "，体力回复${core.values.bluePotion}点",
		"itemEffect": "core.status.hero.hp += core.values.bluePotion * core.status.thisMap.ratio",
		"itemEffectTip": "，体力回复${core.values.bluePotion * core.status.thisMap.ratio}点",
		"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": "特级伤药",
		"text": "，体力回复${core.values.greenPotion}点",
		"itemEffect": "core.status.hero.hp += core.values.greenPotion * core.status.thisMap.ratio",
		"itemEffectTip": "，体力回复${core.values.greenPotion * core.status.thisMap.ratio}点",
		"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": "equips",
		"name": "铁剑",
		"text": "普通的装备物品",
		"equip": {
			"type": 0,
			"animate": "zuozuo_sword",
			"value": {
				"atk": 10
			},
			"percentage": {}
		},
		"itemEffect": "core.status.hero.atk += 10",
		"itemEffectTip": "，攻击+10"
	},
	"sword2": {
		"cls": "equips",
		"name": "银剑",
		"text": "贵族的收藏品",
		"equip": {
			"type": 0,
			"animate": "zuozuo_swordtwo",
			"value": {
				"atk": 30
			},
			"percentage": {}
		},
		"itemEffect": "core.status.hero.atk += 20",
		"itemEffectTip": "，攻击+20"
	},
	"sword3": {
		"cls": "equips",
		"name": "骑士剑",
		"text": "骑士们的专属佩剑",
		"equip": {
			"type": 0,
			"animate": "zuozuo_swordthree",
			"value": {
				"atk": 60
			},
			"percentage": {}
		},
		"itemEffect": "core.status.hero.atk += 30",
		"itemEffectTip": "，攻击+30"
	},
	"sword4": {
		"cls": "equips",
		"name": "圣灵剑",
		"text": "古代贤者的圣物",
		"equip": {
			"type": 0,
			"animate": "zuozuo_swordfour",
			"value": {
				"atk": 100
			},
			"percentage": {}
		},
		"itemEffect": "core.status.hero.atk += 40",
		"itemEffectTip": "，攻击+40"
	},
	"sword5": {
		"cls": "equips",
		"name": "噬魂剑",
		"text": "拥有着比圣物更为强大的法力",
		"equip": {
			"type": 0,
			"animate": "zuozuo_swordfive",
			"value": {
				"atk": 150
			},
			"percentage": {}
		},
		"itemEffect": "core.status.hero.atk += 50",
		"itemEffectTip": "，攻击+50"
	},
	"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": "equips",
		"name": "铁盾",
		"text": "普通的防具",
		"equip": {
			"type": 1,
			"value": {
				"def": 10
			},
			"percentage": {}
		},
		"itemEffect": "core.status.hero.def += 10",
		"itemEffectTip": "，防御+10"
	},
	"shield2": {
		"cls": "equips",
		"name": "银盾",
		"text": "贵族的收藏品",
		"equip": {
			"type": 1,
			"value": {
				"def": 30
			}
		},
		"itemEffect": "core.status.hero.def += 20",
		"itemEffectTip": "，防御+20"
	},
	"shield3": {
		"cls": "equips",
		"name": "骑士盾",
		"text": "骑士们的标准护具",
		"equip": {
			"type": 1,
			"value": {
				"def": 60
			}
		},
		"itemEffect": "core.status.hero.def += 30",
		"itemEffectTip": "，防御+30"
	},
	"shield4": {
		"cls": "equips",
		"name": "驱邪盾",
		"text": "古代贤者的圣物",
		"equip": {
			"type": 1,
			"value": {
				"def": 100
			}
		},
		"itemEffect": "core.status.hero.def += 40",
		"itemEffectTip": "，防御+40"
	},
	"shield5": {
		"cls": "equips",
		"name": "伏魔盾",
		"text": "蕴含未知魔法能量的圣器",
		"equip": {
			"type": 1,
			"value": {
				"def": 150
			}
		},
		"itemEffect": "core.status.hero.def += 50",
		"itemEffectTip": "，防御+50"
	},
	"superPotion": {
		"cls": "items",
		"name": "小型圣水",
		"itemEffect": "core.status.hero.hp += core.values.superPotion * core.status.thisMap.ratio",
		"itemEffectTip": "，体力回复${core.values.superPotion * core.status.thisMap.ratio}点",
		"useItemEffect": "core.drawHeroAnimate('xinxin_huifu'); //播放动画\ncore.status.hero.hp *= 2;",
		"canUseItemEffect": "true",
		"text": "生命值1.5倍"
	},
	"book": {
		"cls": "constants",
		"name": "心镜",
		"text": "可以查看当前楼层各怪物属性",
		"hideInToolbox": true,
		"useItemEffect": "core.ui.drawBook(0);",
		"canUseItemEffect": "true",
		"bigImage": "mimiao.png"
	},
	"fly": {
		"cls": "constants",
		"name": "传送法杖",
		"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",
		"itemEffect": "core.status.hero.money += 200",
		"itemEffectTip": "，金币+200",
		"canUseItemEffect": false,
		"text": "持有时打怪可获得双倍金币"
	},
	"freezeBadge": {
		"cls": "constants",
		"name": "永恒冰晶",
		"text": "持有它可安然无恙通过地上的熔岩，并消除它们",
		"useItemEffect": null,
		"canUseItemEffect": ""
	},
	"cross": {
		"cls": "constants",
		"name": "十字架",
		"text": "持有后无视怪物的无敌属性"
	},
	"dagger": {
		"cls": "constants",
		"name": "不明法器",
		"text": "形似匕首的法器，却无法用于战斗。 "
	},
	"amulet": {
		"cls": "constants",
		"name": "护符",
		"text": "持有时无视负面地形"
	},
	"bigKey": {
		"cls": "tools",
		"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": "(function () {\n\treturn core.searchBlock('yellowDoor').length > 0;\n})();"
	},
	"greenKey": {
		"cls": "tools",
		"name": "青玉钥匙",
		"text": "可以打开一扇绿色的门",
		"hideInToolbox": true
	},
	"steelKey": {
		"cls": "tools",
		"name": "空气钥匙",
		"text": "可以打开一扇魔法铁门"
	},
	"pickaxe": {
		"cls": "tools",
		"name": "破墙镐",
		"text": "可以破坏四周的墙",
		"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\t\tfor (var direction in core.utils.scan) { // 多方向破默认四方向，如需改成八方向请将这两个scan改为scan2\n\t\t\tvar delta = core.utils.scan[direction];\n\t\t\tvar nx = core.getHeroLoc('x') + delta.x,\n\t\t\t\tny = core.getHeroLoc('y') + delta.y;\n\t\t\tif (canBreak(nx, ny)) {\n\t\t\t\tcore.removeBlock(nx, ny);\n\t\t\t\tsuccess = true;\n\t\t\t}\n\t\t}\n\t} else {\n\t\t// 仅破当前\n\t\tif (canBreak(core.nextX(), core.nextY())) {\n\t\t\tcore.removeBlock(core.nextX(), core.nextY());\n\t\t\tsuccess = true;\n\t\t}\n\t}\n\n\tif (success) {\n\t\tcore.playSound('破墙镐');\n\t\tcore.drawTip(core.material.items[itemId].name + '使用成功', itemId);\n\t} else {\n\t\t// 无法使用\n\t\tcore.playSound('操作失败');\n\t\tcore.drawTip(\"当前无法使用\" + core.material.items[itemId].name, itemId);\n\t\tcore.addItem(itemId, 1);\n\t\treturn;\n\t}\n})();",
		"canUseItemEffect": "true"
	},
	"icePickaxe": {
		"cls": "tools",
		"name": "宝石锄头",
		"text": "上面镶嵌着一块价值不菲的宝石（可以交给小偷）",
		"useItemEffect": null,
		"canUseItemEffect": null
	},
	"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 (false) {\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\t//core.playSound('炸弹');\n\tcore.drawHeroAnimate('zuozuo_explosion'); //播放动画\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\t// core.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\t// if (todo.length > 0) core.insertAction(todo);\n\n})();",
		"canUseItemEffect": "true"
	},
	"centerFly": {
		"cls": "constants",
		"name": "中心对称飞行器",
		"text": "消耗一定的（当前为${flags.fly_times*flags.life_elapse}点）体力到达本地图的中心对称点，不可在主塔49层、魔塔1层和灵界异空间，以及一些特殊位置使用",
		"useItemEffect": "core.playSound('kai2.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');\nif (core.status.hero.hp > flags.fly_times * flags.life_elapse) {\n\tcore.status.hero.hp -= flags.fly_times * flags.life_elapse\n} else {\n\tcore.status.hero.hp -= flags.fly_times * flags.life_elapse\n\tcore.lose()\n}\nflags.fly_times += 1;",
		"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\tvar a = core.status.floorId;\n\tif (a == \"MT49\" || a == 'ZE1' || a == 'LJYKJ' || a == 'MISHI')\n\t\treturn false;\n\tif (core.status.hero.loc.x == 6 && core.status.hero.loc.y == 11)\n\t\tif (a == \"ZE40\" || a == \"ZE30\" || a == \"ZE20\" || a == \"ZE10\")\n\t\t\treturn false;\n\tif (core.status.hero.loc.x == 6 && core.status.hero.loc.y == 10 && a == \"ZE10\")\n\t\treturn false;\n\tif (core.status.hero.loc.x == 6 && core.status.hero.loc.y == 10 && a == \"MT40\")\n\t\treturn false;\n\tif (core.status.hero.loc.x == 6 && core.status.hero.loc.y == 11 && a == \"MT40\")\n\t\treturn false;\n\treturn id == null;\n})();",
		"itemEffect": "core.status.hero.atk += 4\ncore.status.hero.def += 4\ncore.status.hero.hp += 500\ncore.status.hero.lv += 1",
		"itemEffectTip": "，等级+1"
	},
	"upFly": {
		"cls": "tools",
		"name": "上楼器",
		"text": "可以飞往楼上的主下楼梯",
		"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\", \"stair\": \"downFloor\", \"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, \"downFloor\", 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 a = core.status.floorId;\n\tif (a == \"MT49\" || a == \"MISHI\" || a == \"LJYKJ\" || a == \"ZE49\" || a == \"MT50\")\n\t\treturn false;\n\treturn true\n})();"
	},
	"downFly": {
		"cls": "tools",
		"name": "下楼器",
		"text": "可以飞往楼下的主上楼梯",
		"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\", \"stair\": \"upFloor\", \"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, \"upFloor\", 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 a = core.status.floorId;\n\tif (a == \"MT0\" || a == 'MISHI' || a == 'ZE1' || a == 'LJYKJ')\n\t\treturn false;\n\treturn true\n})();"
	},
	"earthquake": {
		"cls": "tools",
		"name": "地震卷轴",
		"text": "可以破坏当前层的所有墙",
		"useItemEffect": "(function () {\n\tvar indexes = [];\n\tfor (var index in core.status.thisMap.blocks) {\n\t\tvar block = core.status.thisMap.blocks[index];\n\t\tif (!block.disable && block.event.canBreak) {\n\t\t\tindexes.push(index);\n\t\t}\n\t}\n\tcore.removeBlockByIndexes(indexes);\n\tcore.redrawMap();\n\tcore.playSound('炸弹');\n\tcore.drawTip(core.material.items[itemId].name + '使用成功');\n})();",
		"canUseItemEffect": "(function () {\n\treturn core.status.thisMap.blocks.filter(function (block) {\n\t\treturn !block.disable && block.event.canBreak;\n\t}).length > 0;\n})();"
	},
	"poisonWine": {
		"cls": "items",
		"name": "抗毒剂",
		"text": "可以解除中毒状态",
		"useItemEffect": null,
		"canUseItemEffect": "core.hasFlag('poison');",
		"itemEffect": "core.drawHeroAnimate('emoji_music');\ncore.triggerDebuff('remove', 'poison');\ncore.status.hero.hp += 80;",
		"itemEffectTip": "，体力回复80点并解除中毒状态"
	},
	"weakWine": {
		"cls": "items",
		"name": "火酒",
		"text": "可以解除衰弱状态",
		"useItemEffect": null,
		"canUseItemEffect": "core.hasFlag('weak');",
		"itemEffect": "core.drawHeroAnimate('emoji_music');\ncore.triggerDebuff('remove', 'weak');\ncore.status.hero.hp += 180;",
		"itemEffectTip": "，体力回复180点并解除衰弱状态"
	},
	"curseWine": {
		"cls": "items",
		"name": "冻伤膏",
		"text": "可以解除冷冻状态",
		"useItemEffect": null,
		"canUseItemEffect": "core.hasFlag('curse');",
		"itemEffect": "core.drawHeroAnimate('emoji_music');\ncore.triggerDebuff('remove', 'curse');\ncore.status.hero.hp += 120;",
		"itemEffectTip": "，体力回复120点并解除冷冻状态"
	},
	"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"
	},
	"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})();"
	},
	"pack": {
		"cls": "items",
		"name": "钱袋",
		"itemEffect": "core.status.hero.money += 200",
		"itemEffectTip": "，金币+200"
	},
	"I343": {
		"cls": "constants",
		"name": "魔法钥匙",
		"canUseItemEffect": false,
		"text": "可以开启所有的魔法铁门"
	},
	"I345": {
		"cls": "tools",
		"name": "神秘卷轴",
		"canUseItemEffect": "(function () {\n\tif (core.getBlockId(core.nextX(), core.nextY()) == \"specialwall\")\n\t\treturn true;\n\telse if (core.getBlockId(core.nextX(), core.nextY()) == \"ice\")\n\t\treturn true;\n\telse if (core.getBlockId(core.nextX(), core.nextY()) == \"blueDoor\")\n\t\treturn true;\n\telse if (core.getBlockId(core.nextX(), core.nextY()) == \"redDoor\")\n\t\treturn true;\n\telse\n\t\treturn false;\n})();",
		"text": "可以把特殊的墙、蓝门、红门和冰块变成黄门",
		"useItemEffect": "core.insertAction([{ \"type\": \"setBlock\", \"number\": 81, \"loc\": [core.nextX(), core.nextY()] }])"
	},
	"I346": {
		"cls": "items",
		"name": "新物品",
		"canUseItemEffect": "true"
	},
	"I347": {
		"cls": "items",
		"name": "新物品",
		"canUseItemEffect": "true"
	},
	"I348": {
		"cls": "items",
		"name": "新物品",
		"canUseItemEffect": "true"
	},
	"I349": {
		"cls": "items",
		"name": "新物品",
		"canUseItemEffect": "true"
	},
	"I350": {
		"cls": "items",
		"name": "新物品",
		"canUseItemEffect": "true"
	},
	"I351": {
		"cls": "items",
		"name": "新物品",
		"canUseItemEffect": "true"
	},
	"I352": {
		"cls": "items",
		"name": "新物品",
		"canUseItemEffect": "true"
	},
	"I353": {
		"cls": "items",
		"name": "新物品",
		"canUseItemEffect": "true"
	},
	"I354": {
		"cls": "items",
		"name": "新物品",
		"canUseItemEffect": "true"
	},
	"I358": {
		"cls": "constants",
		"name": "魔法冰块",
		"text": "可以将面前的熔岩变成平地，快捷键E",
		"useItemEffect": "(function () {\n\tvar success = false;\n\n\tvar snowFourDirections = false; // 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('koukoulache.mp3');\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"
	},
	"icewand": {
		"cls": "constants",
		"name": "冰法杖",
		"text": "持有后免疫炎法阵",
		"useItemEvent": null,
		"canUseItemEffect": null,
		"bigImage": "jialanduluojing.png"
	},
	"firewand": {
		"cls": "constants",
		"name": "炎法杖",
		"text": "持有后免疫冰法阵伤害",
		"useItemEvent": null,
		"canUseItemEffect": null
	},
	"forestwand": {
		"cls": "constants",
		"name": "森林法杖",
		"text": "持有后免疫守卫阵伤害，并减弱炎法阵与冰法阵伤害",
		"useItemEvent": null,
		"canUseItemEffect": null
	},
	"I363": {
		"cls": "items",
		"name": "红宝石",
		"text": "攻击增加${core.values.redGem}点",
		"itemEffect": "core.status.hero.atk += core.values.redGem * core.status.thisMap.ratio",
		"itemEffectTip": "，攻击增加${core.values.redGem * core.status.thisMap.ratio}点",
		"useItemEffect": "core.status.hero.atk += core.values.redGem",
		"canUseItemEffect": "true"
	},
	"I364": {
		"cls": "items",
		"name": "蓝宝石",
		"text": "，防御增加${core.values.blueGem}点",
		"itemEffect": "core.status.hero.def += core.values.blueGem * core.status.thisMap.ratio",
		"itemEffectTip": "，防御增加${core.values.blueGem * core.status.thisMap.ratio}点",
		"useItemEffect": "core.status.hero.def += core.values.blueGem",
		"canUseItemEffect": "true"
	},
	"I365": {
		"cls": "items",
		"name": "伤药",
		"text": "，体力回复${core.values.redPotion}点",
		"itemEffect": "core.status.hero.hp += core.values.redPotion * core.status.thisMap.ratio",
		"itemEffectTip": "，体力回复${core.values.redPotion * core.status.thisMap.ratio}点",
		"useItemEffect": "core.status.hero.hp += core.values.redPotion",
		"canUseItemEffect": "true"
	},
	"I366": {
		"cls": "items",
		"name": "高级伤药",
		"text": "，体力回复${core.values.bluePotion}点",
		"itemEffect": "core.status.hero.hp += core.values.bluePotion * core.status.thisMap.ratio",
		"itemEffectTip": "，体力回复${core.values.bluePotion * core.status.thisMap.ratio}点",
		"useItemEffect": "core.status.hero.hp += core.values.bluePotion",
		"canUseItemEffect": "true"
	},
	"I367": {
		"cls": "items",
		"name": "特级伤药",
		"text": "，体力回复${core.values.greenPotion}点",
		"itemEffect": "core.status.hero.hp += core.values.greenPotion * core.status.thisMap.ratio",
		"itemEffectTip": "，体力回复${core.values.greenPotion * core.status.thisMap.ratio}点",
		"useItemEffect": "core.status.hero.hp += core.values.greenPotion",
		"canUseItemEffect": "true"
	},
	"I406": {
		"cls": "equips",
		"name": "圣光徽",
		"canUseItemEffect": "true",
		"text": "上古时期留下来的圣器",
		"equip": {
			"type": 4,
			"value": {
				"atk": 45
			},
			"percentage": {}
		}
	},
	"I407": {
		"cls": "equips",
		"name": "圣光甲",
		"canUseItemEffect": "true",
		"text": "古代圣者留下来的遗物",
		"equip": {
			"type": 3,
			"value": {
				"def": 45
			},
			"percentage": {}
		}
	},
	"I408": {
		"cls": "items",
		"name": "炎法杖核心",
		"canUseItemEffect": "true",
		"itemEffectTip": "，攻击增加${35 + 25*core.itemCount('firewand');}点",
		"itemEffect": "core.status.hero.atk += 35 + 25 * core.itemCount('firewand');"
	},
	"I409": {
		"cls": "items",
		"name": "森林法杖核心",
		"canUseItemEffect": "true",
		"itemEffectTip": "，护盾增加${70 + 50*core.itemCount('forestwand');}点",
		"itemEffect": "core.status.hero.mdef += 70 + 50 * core.itemCount('forestwand');"
	},
	"I410": {
		"cls": "items",
		"name": "冰法杖核心",
		"canUseItemEffect": "true",
		"itemEffectTip": "，防御增加${35 + 25*core.itemCount('icewand');}点",
		"itemEffect": "core.status.hero.def += 35 + 25 * core.itemCount('icewand');"
	},
	"I411": {
		"cls": "items",
		"name": "炎法杖核心",
		"canUseItemEffect": "true",
		"itemEffectTip": "，攻击增加${45 + 35*core.itemCount('firewand');}点",
		"itemEffect": "core.status.hero.atk += 45 + 35 * core.itemCount('firewand');"
	},
	"I412": {
		"cls": "items",
		"name": "森林法杖核心",
		"canUseItemEffect": "true",
		"itemEffectTip": "，护盾增加${110 + 90*core.itemCount('forestwand');}点",
		"itemEffect": "core.status.hero.mdef += 110 + 90 * core.itemCount('forestwand');"
	},
	"I413": {
		"cls": "items",
		"name": "冰法杖核心",
		"canUseItemEffect": "true",
		"itemEffectTip": "，防御增加${45 + 35*core.itemCount('icewand');}点",
		"itemEffect": "core.status.hero.def += 45 + 35 * core.itemCount('icewand');"
	},
	"I414": {
		"cls": "items",
		"name": "炎法杖核心",
		"canUseItemEffect": "true",
		"itemEffectTip": "，攻击增加${60 + 40*core.itemCount('firewand');}点",
		"itemEffect": "core.status.hero.atk += 60 + 40 * core.itemCount('firewand');"
	},
	"I415": {
		"cls": "items",
		"name": "森林法杖核心",
		"canUseItemEffect": "true",
		"itemEffectTip": "，护盾增加${180 + 120*core.itemCount('forestwand');}点",
		"itemEffect": "core.status.hero.mdef += 180 + 120 * core.itemCount('forestwand');"
	},
	"I416": {
		"cls": "items",
		"name": "冰法杖核心",
		"canUseItemEffect": "true",
		"itemEffectTip": "，防御增加${60 + 40*core.itemCount('icewand');}点",
		"itemEffect": "core.status.hero.def += 60 + 40 * core.itemCount('icewand');"
	},
	"I418": {
		"cls": "tools",
		"name": "圣锤",
		"text": "可以炸掉勇士四周的怪物",
		"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\t//core.playSound('炸弹');\n\tcore.drawHeroAnimate('zuozuo_explosion'); //播放动画\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\t// core.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\n})();",
		"canUseItemEffect": "true"
	},
	"I419": {
		"cls": "equips",
		"name": "赤金法杖",
		"canUseItemEffect": "true",
		"text": "古代贵族使用的权杖，赤金打造，极为贵重。",
		"equip": {
			"type": 2,
			"value": {
				"def": 50,
				"atk": 50
			},
			"percentage": {}
		}
	},
	"I449": {
		"cls": "constants",
		"name": "记事本",
		"canUseItemEffect": "true",
		"text": "用来察看对话信息",
		"useItemEffect": "core.insertCommonEvent(\"记事本\");"
	},
	"I450": {
		"cls": "tools",
		"name": "圣水",
		"canUseItemEffect": "true",
		"text": "体力回复${5*core.status.hero.atk+10*core.status.hero.def}点（勇者5倍攻击力与10倍防御力的总和）",
		"useItemEffect": "core.drawHeroAnimate('zuozuo_huifu');\ncore.status.hero.hp += 5 * core.status.hero.atk + 10 * core.status.hero.def;"
	},
	"deadAirWine": {
		"cls": "items",
		"name": "解死气药水",
		"canUseItemEffect": "core.hasFlag('dead_air');",
		"text": "可以解除死气状态",
		"itemEffect": "core.drawHeroAnimate('emoji_music');\ncore.triggerDebuff('remove', \"dead_air\");\ncore.status.hero.hp += 240;",
		"itemEffectTip": "，体力回复240点并解除死气状态"
	}
}