降低了UI和剧情文本亮度;GM1更加明显
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@ -603,15 +603,15 @@ var data_a1e2fb4a_e986_4524_b0da_9b7ba7c0874d =
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"toolsBackground": "url(project/materials/1.png) repeat",
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"floorChangingStyle": "background-color: black; color: red",
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"statusBarColor": [
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255,
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255,
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255,
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230,
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230,
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230,
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1
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],
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"borderColor": [
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221,
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242,
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11,
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186,
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204,
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9,
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1
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],
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"selectColor": [
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@ -1038,7 +1038,7 @@ var data_a1e2fb4a_e986_4524_b0da_9b7ba7c0874d =
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"startText": [
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{
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"type": "function",
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"function": "function(){\nflags._statusgry_ = 0;\nflags._statusbrg_ = 0.75;\ncore.createSpr0();\ncore.createSprBack();\n}"
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"function": "function(){\nflags._statusgry_ = 0;\nflags._statusbrg_ = 0.6;\ncore.createSpr0();\ncore.createSprBack();\n}"
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},
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{
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"type": "comment",
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@ -509,17 +509,17 @@ main.floors.GM1=
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],
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"bg2map": [
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[ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
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[ 0,30196,30196,30196,30196,30196,30196,30196,30196,30196,30196,30196, 0],
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[ 0,30196,30196, 0,30196,30196, 0,30196,30196, 0,30196,30196, 0],
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[ 0,30196, 0, 0, 0, 0, 0, 0, 0, 0, 0,30196, 0],
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[ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
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[ 0,30196, 0, 0, 0, 0, 0, 0, 0, 0, 0,30196, 0],
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[ 0,30196, 0, 0, 0, 0, 0, 0, 0, 0, 0,30196, 0],
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[ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
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[ 0,30196, 0, 0, 0, 0, 0, 0, 0, 0, 0,30196, 0],
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[ 0,30196, 0, 0, 0, 0, 0, 0, 0, 0, 0,30196, 0],
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[ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
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[ 0,30196, 0, 0, 0, 0, 0, 0, 0, 0, 0,30196, 0],
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[ 0,30196, 0, 0, 0, 0, 0, 0, 0, 0, 0,30196, 0],
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[ 0,30196, 0, 0, 0, 0, 0, 0, 0, 0, 0,30196, 0],
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[ 0,30196, 0, 0, 0, 0, 0, 0, 0, 0, 0,30196, 0],
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[ 0,30196, 0, 0, 0, 0, 0, 0, 0, 0, 0,30196, 0],
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[ 0,30196,30196,30196,30196,30196,30196,30196,30196,30196,30196,30196, 0],
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[ 0,30196,30196, 0,30196,30196, 0,30196,30196, 0,30196,30196, 0],
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[ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0]
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],
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"fg2map": [
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@ -1231,44 +1231,48 @@ var functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a =
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return data;
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},
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"loadData": function (data, callback) {
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// 读档操作;从存储中读取了内容后的行为
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// 读档操作;从存储中读取了内容后的行为
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// 重置游戏和路线
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core.resetGame(data.hero, data.hard, data.floorId, core.maps.loadMap(data.maps, null, data.hero.flags), data.values);
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core.status.route = core.decodeRoute(data.route);
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core.control._bindRoutePush();
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// 文字属性,全局属性
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core.status.textAttribute = core.getFlag('textAttribute', core.status.textAttribute);
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var toAttribute = core.getFlag('globalAttribute', core.status.globalAttribute);
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if (!core.same(toAttribute, core.status.globalAttribute)) {
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core.status.globalAttribute = toAttribute;
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core.resize();
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}
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// 重置音量
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core.events.setVolume(core.getFlag("__volume__", 1), 0);
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// 加载勇士图标
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var icon = core.status.hero.image;
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icon = core.getMappedName(icon);
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if (core.material.images.images[icon]) {
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core.material.images.hero = core.material.images.images[icon];
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core.material.icons.hero.width = core.material.images.images[icon].width / 4;
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core.material.icons.hero.height = core.material.images.images[icon].height / 4;
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}
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core.setFlag('__fromLoad__', true);
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// 重置游戏和路线
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core.resetGame(data.hero, data.hard, data.floorId, core.maps.loadMap(data.maps, null, data.hero.flags), data.values);
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core.status.route = core.decodeRoute(data.route);
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core.control._bindRoutePush();
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// 文字属性,全局属性
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core.status.textAttribute = core.getFlag('textAttribute', core.status.textAttribute);
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var toAttribute = core.getFlag('globalAttribute', core.status.globalAttribute);
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if (!core.same(toAttribute, core.status.globalAttribute)) {
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core.status.globalAttribute = toAttribute;
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core.resize();
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}
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// 重置音量
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core.events.setVolume(core.getFlag("__volume__", 1), 0);
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// 加载勇士图标
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var icon = core.status.hero.image;
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icon = core.getMappedName(icon);
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if (core.material.images.images[icon]) {
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core.material.images.hero = core.material.images.images[icon];
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core.material.icons.hero.width = core.material.images.images[icon].width / 4;
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core.material.icons.hero.height = core.material.images.images[icon].height / 4;
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}
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core.setFlag('__fromLoad__', true);
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// TODO:增加自己的一些读档处理
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// TODO:增加自己的一些读档处理
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if (!flags.version) {
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flags._statusbrg_ -= 0.15
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flags.version = 1
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core.createSpr0()
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}
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// 切换到对应的楼层
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core.changeFloor(data.floorId, null, data.hero.loc, 0, function () {
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// TODO:可以在这里设置读档后播放BGM
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if (core.hasFlag("__bgm__")) { // 持续播放
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core.playBgm(core.getFlag("__bgm__"));
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}
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// 切换到对应的楼层
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core.changeFloor(data.floorId, null, data.hero.loc, 0, function () {
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// TODO:可以在这里设置读档后播放BGM
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if (core.hasFlag("__bgm__")) { // 持续播放
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core.playBgm(core.getFlag("__bgm__"));
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}
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core.removeFlag('__fromLoad__');
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if (callback) callback();
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});
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},
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core.removeFlag('__fromLoad__');
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if (callback) callback();
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});
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},
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"getStatusLabel": function (name) {
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// 返回某个状态英文名的对应中文标签,如atk -> 攻击,def -> 防御等。
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// 请注意此项仅影响 libs/ 下的内容(如绘制怪物手册、数据统计等)
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@ -2853,7 +2853,7 @@ var plugins_bb40132b_638b_4a9f_b028_d3fe47acc8d1 =
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var m = '';
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if (hero[name] < 0)
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m = 'invert(100%)';
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core.setFilter(ctx, 'hue-rotate(' + (col2 || 0) + 'deg)brightness(1.25)contrast(1.25)' + m)
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core.setFilter(ctx, 'hue-rotate(' + (col2 || 0) + 'deg)brightness(1)contrast(1)' + m)
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