main.floors.SC49_4= { "floorId": "SC49_4", "title": "御魂庆典:49F", "name": "第 49 层", "width": 13, "height": 13, "map": [ [330,330,330,330,330,330,330,330,330,330,330,330,330], [330, 1, 1, 1, 0, 0,226, 0, 0, 1, 1, 1,330], [330, 1, 1, 0, 0,227,227,227, 0, 0, 1, 1,330], [330, 1, 0, 0, 0,224,224,224, 0, 0, 0, 1,330], [330, 0, 0, 0, 0,225,225,225, 0, 0, 0, 0,330], [330, 0, 0, 0, 0,212,212,212, 0, 0, 0, 0,330], [330, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,330], [330, 1, 85, 1, 1, 1, 85, 1, 1, 1, 85, 1,330], [330, 21, 21, 21, 1,227, 0,227, 1, 32, 32, 32,330], [330,402,402,402, 1, 1, 85, 1, 1,412,412,412,330], [330, 1, 1, 1, 1,224, 0,224, 1, 1, 1, 1,330], [330, 88, 0, 0, 83, 0, 0, 0, 0, 0, 0, 87,330], [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": { "11,11": { "trigger": null, "enable": false, "noPass": null, "displayDamage": true, "opacity": 1, "filter": { "blur": 0, "hue": 0, "grayscale": 0, "invert": false, "shadow": 0 }, "data": [] } }, "changeFloor": { "1,11": { "floorId": ":before", "stair": "upFloor" }, "11,11": { "floorId": ":next", "stair": "downFloor" } }, "afterBattle": { "5,10": [ { "type": "function", "function": "function(){\nvar bool = true;\nvar loc_arr = [\n\t[5, 10],\n\t[7, 10],\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": [ 6, 9 ] }, { "type": "hide", "time": 0 } ] } ], "7,10": [ { "type": "function", "function": "function(){\nvar bool = true;\nvar loc_arr = [\n\t[5, 10],\n\t[7, 10],\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": [ 6, 9 ] }, { "type": "hide", "time": 0 } ] } ], "7,8": [ { "type": "function", "function": "function(){\nvar bool = true;\nvar loc_arr = [\n\t[5, 8],\n\t[7, 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": [ 6, 7 ] }, { "type": "hide", "time": 0 } ] } ], "5,8": [ { "type": "function", "function": "function(){\nvar bool = true;\nvar loc_arr = [\n\t[5, 8],\n\t[7, 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": [ 6, 7 ] }, { "type": "hide", "time": 0 } ] } ], "6,1": [ { "type": "function", "function": "function(){\nvar bool = true;\nvar loc_arr = [\n\t[5, 3],\n\t[6, 3],\n\t[7, 3],\n\t[5, 2],\n\t[6, 2],\n\t[7, 2],\n\t[5, 4],\n\t[6, 4],\n\t[7, 4],\n\t[5, 5],\n\t[6, 5],\n\t[7, 5],\n\t[6, 1]\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": [ "\t[骑士队长,yellowKnight]这次先饶了你,下次碰到我会和你正式的决斗,你最好投降。", { "type": "playSound", "name": "door.mp3" }, { "type": "openDoor", "loc": [ 2, 7 ], "async": true }, { "type": "openDoor", "loc": [ 10, 7 ] }, { "type": "waitAsync" }, { "type": "show", "loc": [ [ 11, 11 ] ] } ] } ], "5,2": [ { "type": "function", "function": "function(){\nvar bool = true;\nvar loc_arr = [\n\t[5, 3],\n\t[6, 3],\n\t[7, 3],\n\t[5, 2],\n\t[6, 2],\n\t[7, 2],\n\t[5, 4],\n\t[6, 4],\n\t[7, 4],\n\t[5, 5],\n\t[6, 5],\n\t[7, 5],\n\t[6, 1]\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": [ "\t[骑士队长,yellowKnight]这次先饶了你,下次碰到我会和你正式的决斗,你最好投降。", { "type": "playSound", "name": "door.mp3" }, { "type": "openDoor", "loc": [ 2, 7 ], "async": true }, { "type": "openDoor", "loc": [ 10, 7 ] }, { "type": "waitAsync" }, { "type": "show", "loc": [ [ 11, 11 ] ] } ] } ], "6,2": [ { "type": "function", "function": "function(){\nvar bool = true;\nvar loc_arr = [\n\t[5, 3],\n\t[6, 3],\n\t[7, 3],\n\t[5, 2],\n\t[6, 2],\n\t[7, 2],\n\t[5, 4],\n\t[6, 4],\n\t[7, 4],\n\t[5, 5],\n\t[6, 5],\n\t[7, 5],\n\t[6, 1]\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": [ "\t[骑士队长,yellowKnight]这次先饶了你,下次碰到我会和你正式的决斗,你最好投降。", { "type": "playSound", "name": "door.mp3" }, { "type": "openDoor", "loc": [ 2, 7 ], "async": true }, { "type": "openDoor", "loc": [ 10, 7 ] }, { "type": "waitAsync" }, { "type": "show", "loc": [ [ 11, 11 ] ] } ] } ], "7,2": [ { "type": "function", "function": "function(){\nvar bool = true;\nvar loc_arr = [\n\t[5, 3],\n\t[6, 3],\n\t[7, 3],\n\t[5, 2],\n\t[6, 2],\n\t[7, 2],\n\t[5, 4],\n\t[6, 4],\n\t[7, 4],\n\t[5, 5],\n\t[6, 5],\n\t[7, 5],\n\t[6, 1]\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": [ "\t[骑士队长,yellowKnight]这次先饶了你,下次碰到我会和你正式的决斗,你最好投降。", { "type": "playSound", "name": "door.mp3" }, { "type": "openDoor", "loc": [ 2, 7 ], "async": true }, { "type": "openDoor", "loc": [ 10, 7 ] }, { "type": "waitAsync" }, { "type": "show", "loc": [ [ 11, 11 ] ] } ] } ], "5,3": [ { "type": "function", "function": "function(){\nvar bool = true;\nvar loc_arr = [\n\t[5, 3],\n\t[6, 3],\n\t[7, 3],\n\t[5, 2],\n\t[6, 2],\n\t[7, 2],\n\t[5, 4],\n\t[6, 4],\n\t[7, 4],\n\t[5, 5],\n\t[6, 5],\n\t[7, 5],\n\t[6, 1]\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": [ "\t[骑士队长,yellowKnight]这次先饶了你,下次碰到我会和你正式的决斗,你最好投降。", { "type": "playSound", "name": "door.mp3" }, { "type": "openDoor", "loc": [ 2, 7 ], "async": true }, { "type": "openDoor", "loc": [ 10, 7 ] }, { "type": "waitAsync" }, { "type": "show", "loc": [ [ 11, 11 ] ] } ] } ], "6,3": [ { "type": "function", "function": "function(){\nvar bool = true;\nvar loc_arr = [\n\t[5, 3],\n\t[6, 3],\n\t[7, 3],\n\t[5, 2],\n\t[6, 2],\n\t[7, 2],\n\t[5, 4],\n\t[6, 4],\n\t[7, 4],\n\t[5, 5],\n\t[6, 5],\n\t[7, 5],\n\t[6, 1]\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": [ "\t[骑士队长,yellowKnight]这次先饶了你,下次碰到我会和你正式的决斗,你最好投降。", { "type": "playSound", "name": "door.mp3" }, { "type": "openDoor", "loc": [ 2, 7 ], "async": true }, { "type": "openDoor", "loc": [ 10, 7 ] }, { "type": "waitAsync" }, { "type": "show", "loc": [ [ 11, 11 ] ] } ] } ], "7,3": [ { "type": "function", "function": "function(){\nvar bool = true;\nvar loc_arr = [\n\t[5, 3],\n\t[6, 3],\n\t[7, 3],\n\t[5, 2],\n\t[6, 2],\n\t[7, 2],\n\t[5, 4],\n\t[6, 4],\n\t[7, 4],\n\t[5, 5],\n\t[6, 5],\n\t[7, 5],\n\t[6, 1]\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": [ "\t[骑士队长,yellowKnight]这次先饶了你,下次碰到我会和你正式的决斗,你最好投降。", { "type": "playSound", "name": "door.mp3" }, { "type": "openDoor", "loc": [ 2, 7 ], "async": true }, { "type": "openDoor", "loc": [ 10, 7 ] }, { "type": "waitAsync" }, { "type": "show", "loc": [ [ 11, 11 ] ] } ] } ], "5,4": [ { "type": "function", "function": "function(){\nvar bool = true;\nvar loc_arr = [\n\t[5, 3],\n\t[6, 3],\n\t[7, 3],\n\t[5, 2],\n\t[6, 2],\n\t[7, 2],\n\t[5, 4],\n\t[6, 4],\n\t[7, 4],\n\t[5, 5],\n\t[6, 5],\n\t[7, 5],\n\t[6, 1]\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": [ "\t[骑士队长,yellowKnight]这次先饶了你,下次碰到我会和你正式的决斗,你最好投降。", { "type": "playSound", "name": "door.mp3" }, { "type": "openDoor", "loc": [ 2, 7 ], "async": true }, { "type": "openDoor", "loc": [ 10, 7 ] }, { "type": "waitAsync" }, { "type": "show", "loc": [ [ 11, 11 ] ] } ] } ], "6,4": [ { "type": "function", "function": "function(){\nvar bool = true;\nvar loc_arr = [\n\t[5, 3],\n\t[6, 3],\n\t[7, 3],\n\t[5, 2],\n\t[6, 2],\n\t[7, 2],\n\t[5, 4],\n\t[6, 4],\n\t[7, 4],\n\t[5, 5],\n\t[6, 5],\n\t[7, 5],\n\t[6, 1]\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": [ "\t[骑士队长,yellowKnight]这次先饶了你,下次碰到我会和你正式的决斗,你最好投降。", { "type": "playSound", "name": "door.mp3" }, { "type": "openDoor", "loc": [ 2, 7 ], "async": true }, { "type": "openDoor", "loc": [ 10, 7 ] }, { "type": "waitAsync" }, { "type": "show", "loc": [ [ 11, 11 ] ] } ] } ], "7,4": [ { "type": "function", "function": "function(){\nvar bool = true;\nvar loc_arr = [\n\t[5, 3],\n\t[6, 3],\n\t[7, 3],\n\t[5, 2],\n\t[6, 2],\n\t[7, 2],\n\t[5, 4],\n\t[6, 4],\n\t[7, 4],\n\t[5, 5],\n\t[6, 5],\n\t[7, 5],\n\t[6, 1]\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": [ "\t[骑士队长,yellowKnight]这次先饶了你,下次碰到我会和你正式的决斗,你最好投降。", { "type": "playSound", "name": "door.mp3" }, { "type": "openDoor", "loc": [ 2, 7 ], "async": true }, { "type": "openDoor", "loc": [ 10, 7 ] }, { "type": "waitAsync" }, { "type": "show", "loc": [ [ 11, 11 ] ] } ] } ], "5,5": [ { "type": "function", "function": "function(){\nvar bool = true;\nvar loc_arr = [\n\t[5, 3],\n\t[6, 3],\n\t[7, 3],\n\t[5, 2],\n\t[6, 2],\n\t[7, 2],\n\t[5, 4],\n\t[6, 4],\n\t[7, 4],\n\t[5, 5],\n\t[6, 5],\n\t[7, 5],\n\t[6, 1]\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": [ "\t[骑士队长,yellowKnight]这次先饶了你,下次碰到我会和你正式的决斗,你最好投降。", { "type": "playSound", "name": "door.mp3" }, { "type": "openDoor", "loc": [ 2, 7 ], "async": true }, { "type": "openDoor", "loc": [ 10, 7 ] }, { "type": "waitAsync" }, { "type": "show", "loc": [ [ 11, 11 ] ] } ] } ], "6,5": [ { "type": "function", "function": "function(){\nvar bool = true;\nvar loc_arr = [\n\t[5, 3],\n\t[6, 3],\n\t[7, 3],\n\t[5, 2],\n\t[6, 2],\n\t[7, 2],\n\t[5, 4],\n\t[6, 4],\n\t[7, 4],\n\t[5, 5],\n\t[6, 5],\n\t[7, 5],\n\t[6, 1]\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": [ "\t[骑士队长,yellowKnight]这次先饶了你,下次碰到我会和你正式的决斗,你最好投降。", { "type": "playSound", "name": "door.mp3" }, { "type": "openDoor", "loc": [ 2, 7 ], "async": true }, { "type": "openDoor", "loc": [ 10, 7 ] }, { "type": "waitAsync" }, { "type": "show", "loc": [ [ 11, 11 ] ] } ] } ], "7,5": [ { "type": "function", "function": "function(){\nvar bool = true;\nvar loc_arr = [\n\t[5, 3],\n\t[6, 3],\n\t[7, 3],\n\t[5, 2],\n\t[6, 2],\n\t[7, 2],\n\t[5, 4],\n\t[6, 4],\n\t[7, 4],\n\t[5, 5],\n\t[6, 5],\n\t[7, 5],\n\t[6, 1]\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": [ "\t[骑士队长,yellowKnight]这次先饶了你,下次碰到我会和你正式的决斗,你最好投降。", { "type": "playSound", "name": "door.mp3" }, { "type": "openDoor", "loc": [ 2, 7 ], "async": true }, { "type": "openDoor", "loc": [ 10, 7 ] }, { "type": "waitAsync" }, { "type": "show", "loc": [ [ 11, 11 ] ] } ] } ] }, "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": [ ], "downFloor": [ 2, 11 ], "autoEvent": {}, "beforeBattle": {}, "cannotMoveIn": {}, "bg2map": [], "fg2map": [], "upFloor": [ 10, 11 ] }