main.floors.SC42_4= { "floorId": "SC42_4", "title": "御魂庆典:42F", "name": "第 42 层", "width": 13, "height": 13, "map": [ [330,330,330,330,330,330,330,330,330,330,330,330,330], [330, 87, 0, 0, 1, 0, 0, 23, 1, 21, 22, 21,330], [330, 0, 0,216, 1, 0, 0, 0, 1, 21, 21, 21,330], [330, 1, 1, 81, 1, 0, 0, 0, 1, 1, 85, 1,330], [330, 0, 0, 0, 1, 1,227, 1, 1,224, 0,224,330], [330, 0, 0,216, 81, 0, 0, 0, 81, 0, 0, 0,330], [330, 81, 1, 1, 1, 1, 0, 1, 1,212, 0,212,330], [330, 0, 0, 0, 1, 0, 0, 0, 1, 1, 85, 1,330], [330, 1, 1,225, 1, 0, 0, 0, 1,222, 0,222,330], [330, 32, 21, 21, 1, 1, 0, 1, 1, 1, 85, 1,330], [330,225, 1, 1, 1, 0, 0, 0, 1, 21, 21, 21,330], [330, 21, 21,412, 1, 0, 88, 0, 1, 21, 22, 21,330], [330,330,330,330,330,330,330,330,330,330,330,330,330] ], "canFlyTo": true, "canFlyFrom": true, "canUseQuickShop": true, "images": [], "ratio": 5, "defaultGround": "ground", "bgm": "maps2.mp3", "firstArrive": null, "eachArrive": [], "parallelDo": "", "events": {}, "changeFloor": { "6,11": { "floorId": ":before", "stair": "upFloor" }, "1,1": { "floorId": ":next", "stair": "downFloor" } }, "afterBattle": { "9,4": [ { "type": "function", "function": "function(){\nvar bool = true;\nvar loc_arr = [\n\t[9, 4],\n\t[11, 4],\n]\nloc_arr.forEach(loc => {\n\tif (core.getBlockCls(loc[0], loc[1]) == \"enemys\") {\n\t\tbool = false;\n\t}\n});\ncore.setFlag(\"open_yes\", bool)\n}" }, { "type": "if", "condition": "flag:open_yes", "true": [ { "type": "openDoor", "loc": [ 10, 3 ] } ] } ], "11,4": [ { "type": "function", "function": "function(){\nvar bool = true;\nvar loc_arr = [\n\t[9, 4],\n\t[11, 4],\n]\nloc_arr.forEach(loc => {\n\tif (core.getBlockCls(loc[0], loc[1]) == \"enemys\") {\n\t\tbool = false;\n\t}\n});\ncore.setFlag(\"open_yes\", bool)\n}" }, { "type": "if", "condition": "flag:open_yes", "true": [ { "type": "openDoor", "loc": [ 10, 3 ] } ] } ], "9,6": [ { "type": "function", "function": "function(){\nvar bool = true;\nvar loc_arr = [\n\t[9, 6],\n\t[11, 6],\n]\nloc_arr.forEach(loc => {\n\tif (core.getBlockCls(loc[0], loc[1]) == \"enemys\") {\n\t\tbool = false;\n\t}\n});\ncore.setFlag(\"open_yes\", bool)\n}" }, { "type": "if", "condition": "flag:open_yes", "true": [ { "type": "openDoor", "loc": [ 10, 7 ] } ] } ], "11,6": [ { "type": "function", "function": "function(){\nvar bool = true;\nvar loc_arr = [\n\t[9, 6],\n\t[11, 6],\n]\nloc_arr.forEach(loc => {\n\tif (core.getBlockCls(loc[0], loc[1]) == \"enemys\") {\n\t\tbool = false;\n\t}\n});\ncore.setFlag(\"open_yes\", bool)\n}" }, { "type": "if", "condition": "flag:open_yes", "true": [ { "type": "openDoor", "loc": [ 10, 7 ] } ] } ], "9,8": [ { "type": "function", "function": "function(){\nvar bool = true;\nvar loc_arr = [\n\t[9, 8],\n\t[11, 8],\n]\nloc_arr.forEach(loc => {\n\tif (core.getBlockCls(loc[0], loc[1]) == \"enemys\") {\n\t\tbool = false;\n\t}\n});\ncore.setFlag(\"open_yes\", bool)\n}" }, { "type": "if", "condition": "flag:open_yes", "true": [ { "type": "openDoor", "loc": [ 10, 9 ] } ] } ], "11,8": [ { "type": "function", "function": "function(){\nvar bool = true;\nvar loc_arr = [\n\t[9, 8],\n\t[11, 8],\n]\nloc_arr.forEach(loc => {\n\tif (core.getBlockCls(loc[0], loc[1]) == \"enemys\") {\n\t\tbool = false;\n\t}\n});\ncore.setFlag(\"open_yes\", bool)\n}" }, { "type": "if", "condition": "flag:open_yes", "true": [ { "type": "openDoor", "loc": [ 10, 9 ] } ] } ] }, "afterGetItem": {}, "afterOpenDoor": {}, "cannotMove": {}, "bgmap": [ [ 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17], [ 17, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 17], [ 17, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 17], [ 17, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 17], [ 17, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 17], [ 17, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 17], [ 17, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 17], [ 17, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 17], [ 17, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 17], [ 17, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 17], [ 17, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 17], [ 17, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 17], [ 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17] ], "fgmap": [ ], "upFloor": [ 1, 2 ], "downFloor": [ 5, 11 ], "autoEvent": {}, "beforeBattle": {}, "cannotMoveIn": {}, "bg2map": [], "fg2map": [] }