2022-10-16 21:58:52 +08:00
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/*
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* 表格配置项。
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* 在这里可以对表格中的各项显示进行配置,包括表格项、提示内容等内容。具体写法照葫芦画瓢即可。
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* 本配置项包括:全塔属性的配置项。
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* 相关文档 _docs/editor.md ~ http://127.0.0.1:1055/_docs/#/editor?id=修改表格
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*/
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var data_comment_c456ea59_6018_45ef_8bcc_211a24c627dc = {
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"_type": "object",
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"_data": {
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"main": {
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"_type": "object",
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"_data": {
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"floorIds": {
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"_leaf": true,
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"_type": "textarea",
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"_range": "editor.mode.checkFloorIds(thiseval)",
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"_docs": "楼层列表",
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"_data": "在这里按顺序放所有的楼层;其顺序直接影响到楼层传送器、浏览地图和上/下楼器的顺序"
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},
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"floorPartitions": {
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"_leaf": true,
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"_type": "event",
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"_event": "floorPartition",
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"_docs": "分区指定",
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"_data": "可以在这里指定楼层分区;主要适用于不可返回的高层塔;进入新分区后将自动调用砍层插件以减少空间消耗;未在任何分区的楼层将被视为公共区域"
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},
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"images": {
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"_leaf": true,
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"_type": "material",
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"_range": "editor.mode.checkImages(thiseval, './project/images/')",
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"_directory": "./project/images/",
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"_transform": (function (one) {
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if (one.endsWith('.png') || one.endsWith('.jpg') || one.endsWith('.jpeg') || one.endsWith('.gif'))
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return one;
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return null;
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}).toString(),
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"_docs": "使用图片",
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"_data": "在此存放所有可能使用的图片(tilesets除外) \n图片可以被作为背景图(的一部分),也可以直接用自定义事件进行显示。 \n 图片名不能使用中文,不能带空格或特殊字符;可以直接改名拼音就好 \n 建议对于较大的图片,在网上使用在线的“图片压缩工具(http://compresspng.com/zh/)”来进行压缩,以节省流量 \n 依次向后添加",
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},
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"splitImages": {
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"_leaf": true,
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"_type": "event",
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"_event": "splitImages",
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"_docs": "图片切分",
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"_data": "可以在这里对使用到的图片进行按照一定宽高切分,生成若干新的小图供使用"
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},
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"tilesets": {
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"_leaf": true,
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"_type": "material",
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"_range": "editor.mode.checkImages(thiseval, './project/tilesets/')",
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"_directory": "./project/tilesets/",
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"_transform": (function (one) {
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if (one.endsWith('.png'))
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return one;
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return null;
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}).toString(),
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"_onconfirm": (function (previous, current) {
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// 额外素材是有序的,因此根据之前的内容进行排序,然后在之后追加新的
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previous = previous || [];
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current = current.sort(function (a, b) {
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var i = previous.indexOf(a);
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var j = previous.indexOf(b);
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if (i >= 0 && j >= 0) return i - j;
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return j >= 0 ? 1 : -1;
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});
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return core.subarray(current, previous) == null &&
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!confirm("您修改了现有额外素材的内容或顺序,这可能导致已经使用的额外素材无法正确显示。确定要修改么?") ?
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previous : current;
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}).toString(),
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"_docs": "额外素材",
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"_data": "在此存放额外素材的图片名, \n可以自定导入任意张素材图片,无需PS,无需注册,即可直接在游戏中使用 \n 形式如[\"1.png\", \"2.png\"] ,将需要的素材图片放在images目录下 \n 素材的宽高必须都是32的倍数,且图片上的总图块数不超过1000(即最多有1000个32*32的图块在该图片上)"
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},
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"animates": {
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"_leaf": true,
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"_type": "material",
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"_range": "editor.mode.checkUnique(thiseval)",
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"_directory": "./project/animates/",
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"_transform": (function (one) {
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if (one.endsWith(".animate")) return one.substring(0, one.lastIndexOf('.'));
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return null;
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}).toString(),
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"_docs": "使用动画",
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"_data": "在此存放所有可能使用的动画,必须是animate格式,在这里不写后缀名 \n动画必须放在animates目录下;文件名不能使用中文,不能带空格或特殊字符 \n \"jianji\", \"thunder\" 根据需求自行添加"
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},
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"bgms": {
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"_leaf": true,
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"_type": "material",
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"_range": "editor.mode.checkUnique(thiseval)",
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"_directory": "./project/bgms/",
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"_transform": (function (one) {
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if (one.endsWith('.mp3') || one.endsWith('.ogg') || one.endsWith('.wav') || one.endsWith('.m4a') || one.endsWith('.flac'))
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return one;
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return null;
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}).toString(),
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"_docs": "使用音乐",
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"_data": "在此存放所有的bgm,和文件名一致。 \n音频名不能使用中文,不能带空格或特殊字符;可以直接改名拼音就好"
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},
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"sounds": {
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"_leaf": true,
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"_type": "material",
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"_range": "editor.mode.checkUnique(thiseval)",
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"_directory": "./project/sounds/",
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"_transform": (function (one) {
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if (one.endsWith('.mp3') || one.endsWith('.ogg') || one.endsWith('.wav') || one.endsWith('.m4a') || one.endsWith('.flac'))
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return one;
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return null;
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}).toString(),
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"_docs": "使用音效",
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"_data": "在此存放所有的SE,和文件名一致 \n音频名不能使用中文,不能带空格或特殊字符;可以直接改名拼音就好"
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},
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"fonts": {
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"_leaf": true,
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"_type": "material",
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"_range": "editor.mode.checkUnique(thiseval)",
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"_directory": "./project/fonts/",
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"_transform": (function (one) {
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if (one.endsWith(".ttf")) return one.substring(0, one.lastIndexOf('.'));
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return null;
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}).toString(),
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"_docs": "使用字体",
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"_data": "在此存放所有可能使用的字体 \n 字体名不能使用中文,不能带空格或特殊字符"
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},
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"nameMap": {
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"_leaf": true,
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"_type": "event",
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"_event": "nameMap",
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"_docs": "文件别名",
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"_data": "文件别名设置,目前仅对images, animates, bgms, sounds有效。"
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},
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"levelChoose": {
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"_leaf": true,
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"_type": "event",
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"_event": "levelChoose",
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"_docs": "难度分歧",
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"_data": "难度分歧定义和对应的事件;此处留空数组表示将直接开始游戏"
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},
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"equipName": {
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"_leaf": true,
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"_type": "textarea",
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"_range": "(thiseval instanceof Array)||thiseval==null",
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"_docs": "装备孔",
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"_data": "装备位名称,为一个数组,此项的顺序与equiptype数值关联;例如可写[\"武器\",\"防具\",\"首饰\"]等等。"
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},
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"startBgm": {
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"_leaf": true,
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"_type": "material",
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"_directory": "./project/bgms/",
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"_transform": (function (one) {
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if (one.endsWith('.mp3') || one.endsWith('.ogg') || one.endsWith('.wav') || one.endsWith('.m4a') || one.endsWith('.flac'))
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return one;
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return null;
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}).toString(),
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"_onconfirm": (function (previous, current) {
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if (current.length == 0) return null;
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return current[0];
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}).toString(),
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"_docs": "标题音乐",
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"_data": "在标题界面应该播放的bgm内容"
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},
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"styles": {
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"_leaf": true,
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"_type": "event",
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"_event": "mainStyle",
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"_docs": "主样式",
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"_data": "主要样式设置,包括标题、按钮、状态栏等的背景色等"
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}
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}
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},
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"firstData": {
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"_type": "object",
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"_data": {
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"title": {
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"_leaf": true,
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"_type": "textarea",
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"_string": true,
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"_docs": "游戏名",
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"_data": "游戏名,将显示在标题页面以及切换楼层的界面中"
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},
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"name": {
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"_leaf": true,
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"_type": "textarea",
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"_string": true,
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"_range": "/^[a-zA-Z0-9_]{1,30}$/.test(thiseval)",
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"_docs": "唯一英文标识符",
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"_data": "游戏的唯一英文标识符。由英文、数字、下划线组成,不能超过30个字符。\n此项必须修改,其将直接影响到存档的定位!"
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},
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"version": {
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"_leaf": true,
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"_type": "textarea",
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"_string": true,
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"_docs": "游戏版本",
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"_data": "当前游戏版本;版本不一致的存档不能通用。"
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},
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"floorId": {
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"_leaf": true,
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"_type": "select",
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"_select": {
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"values": data_a1e2fb4a_e986_4524_b0da_9b7ba7c0874d.main.floorIds
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},
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"_range": "data_a1e2fb4a_e986_4524_b0da_9b7ba7c0874d.main.floorIds.indexOf(thiseval)!==-1",
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"_docs": "初始楼层",
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"_data": "初始楼层的ID"
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},
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"hero": {
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"_type": "object",
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"_data": {
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"image": {
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"_leaf": true,
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"_type": "select",
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"_select": {
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"values": [null].concat(Object.keys(editor.core.material.images.images).filter(function (name) {
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return name.endsWith('.png');
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}))
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},
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"_data": "行走图"
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},
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"animate": {
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"_leaf": true,
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"_type": "checkbox",
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"_docs": "帧动画",
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"_data": "是否开启停止状态和对话框的帧动画"
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},
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"name": {
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"_leaf": true,
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"_type": "textarea",
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"_string": true,
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"_data": "勇士名"
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},
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"lv": {
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"_leaf": true,
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"_type": "textarea",
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"_range": "thiseval==~~thiseval &&thiseval>0",
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"_data": "初始等级"
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},
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"hpmax": {
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"_leaf": true,
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"_type": "textarea",
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"_data": "生命上限"
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},
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"hp": {
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"_leaf": true,
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"_type": "textarea",
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"_data": "初始生命"
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},
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"manamax": {
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"_leaf": true,
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"_type": "textarea",
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"_docs": "魔力上限",
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"_data": "魔力上限;此项非负才会生效(null或小于0都不会生效)"
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},
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"mana": {
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"_leaf": true,
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"_type": "textarea",
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"_data": "初始魔力"
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},
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"atk": {
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"_leaf": true,
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"_type": "textarea",
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"_data": "初始攻击"
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},
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"def": {
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"_leaf": true,
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"_type": "textarea",
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"_data": "初始防御"
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},
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"mdef": {
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"_leaf": true,
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"_type": "textarea",
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"_data": "初始护盾"
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},
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"money": {
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"_leaf": true,
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"_type": "textarea",
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"_data": "初始金币"
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},
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"exp": {
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"_leaf": true,
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"_type": "textarea",
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"_data": "初始经验"
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},
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"equipment": {
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"_leaf": true,
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"_type": "textarea",
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"_hide": true,
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"_range": "thiseval instanceof Array",
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|
|
|
"_data": "初始装备"
|
|
|
|
|
},
|
|
|
|
|
"items": {
|
|
|
|
|
"_type": "object",
|
|
|
|
|
"_hide": true,
|
|
|
|
|
"_data": {
|
|
|
|
|
"constants": {
|
|
|
|
|
"_leaf": true,
|
|
|
|
|
"_type": "textarea",
|
|
|
|
|
"_range": "thiseval instanceof Object && !(thiseval instanceof Array)",
|
|
|
|
|
"_docs": "永久道具",
|
|
|
|
|
"_data": "初始永久道具个数,例如初始送手册可以写 {\"book\": 1}"
|
|
|
|
|
},
|
|
|
|
|
"tools": {
|
|
|
|
|
"_leaf": true,
|
|
|
|
|
"_type": "textarea",
|
|
|
|
|
"_range": "thiseval instanceof Object && !(thiseval instanceof Array)",
|
|
|
|
|
"_docs": "消耗道具",
|
|
|
|
|
"_data": "初始消耗道具个数,例如初始有两破可以写 {\"pickaxe\": 2}"
|
|
|
|
|
},
|
|
|
|
|
"equips": {
|
|
|
|
|
"_leaf": true,
|
|
|
|
|
"_type": "textarea",
|
|
|
|
|
"_range": "thiseval instanceof Object && !(thiseval instanceof Array)",
|
|
|
|
|
"_docs": "初始拥有装备个数",
|
|
|
|
|
"_data": "初始装备个数,例如初始送铁剑可以写 {\"sword1\": 1}"
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
"loc": {
|
|
|
|
|
"_type": "object",
|
|
|
|
|
"_data": {
|
|
|
|
|
"direction": {
|
|
|
|
|
"_leaf": true,
|
|
|
|
|
"_type": "select",
|
|
|
|
|
"_data": "初始朝向",
|
|
|
|
|
"_select": {
|
|
|
|
|
"values": [
|
|
|
|
|
"up",
|
|
|
|
|
"down",
|
|
|
|
|
"left",
|
|
|
|
|
"right"
|
|
|
|
|
]
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
"x": {
|
|
|
|
|
"_leaf": true,
|
|
|
|
|
"_type": "textarea",
|
|
|
|
|
"_data": "横坐标"
|
|
|
|
|
},
|
|
|
|
|
"y": {
|
|
|
|
|
"_leaf": true,
|
|
|
|
|
"_type": "textarea",
|
|
|
|
|
"_data": "纵坐标"
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
"flags": {
|
|
|
|
|
"_leaf": true,
|
|
|
|
|
"_type": "textarea",
|
|
|
|
|
"_range": "thiseval instanceof Object && !(thiseval instanceof Array)",
|
|
|
|
|
"_data": "游戏变量"
|
|
|
|
|
},
|
|
|
|
|
"followers": {
|
|
|
|
|
"_leaf": true,
|
|
|
|
|
"_type": "disable",
|
|
|
|
|
"_hide": true,
|
|
|
|
|
"_data": "跟随者"
|
|
|
|
|
},
|
|
|
|
|
"steps": {
|
|
|
|
|
"_leaf": true,
|
|
|
|
|
"_type": "disable",
|
|
|
|
|
"_hide": true,
|
|
|
|
|
"_data": "行走步数"
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
"startCanvas": {
|
|
|
|
|
"_leaf": true,
|
|
|
|
|
"_type": "event",
|
|
|
|
|
"_event": "firstArrive",
|
|
|
|
|
"_range": "thiseval==null || thiseval instanceof Array",
|
|
|
|
|
"_docs": "标题事件",
|
|
|
|
|
"_data": "标题界面事件化,可以使用事件流的形式来绘制开始界面等。\n需要开启startUsingCanvas这个开关。\n详见文档-个性化-标题界面事件化。"
|
|
|
|
|
},
|
|
|
|
|
"startText": {
|
|
|
|
|
"_leaf": true,
|
|
|
|
|
"_type": "event",
|
|
|
|
|
"_event": "firstArrive",
|
|
|
|
|
"_range": "thiseval==null || thiseval instanceof Array",
|
|
|
|
|
"_docs": "开场剧情",
|
|
|
|
|
"_data": "游戏开始前剧情,可以执行任意自定义事件。\n双击进入事件编辑器。\n如果无剧情直接留一个空数组即可。"
|
|
|
|
|
},
|
|
|
|
|
"shops": {
|
|
|
|
|
"_leaf": true,
|
|
|
|
|
"_type": "event",
|
|
|
|
|
"_event": "shop",
|
|
|
|
|
"_range": "thiseval instanceof Array",
|
|
|
|
|
"_docs": "全局商店",
|
|
|
|
|
"_data": "全局商店,是一个数组,可以双击进入事件编辑器。"
|
|
|
|
|
},
|
|
|
|
|
"levelUp": {
|
|
|
|
|
"_leaf": true,
|
|
|
|
|
"_type": "event",
|
|
|
|
|
"_event": "level",
|
|
|
|
|
"_range": "thiseval==null || thiseval instanceof Array",
|
|
|
|
|
"_docs": "等级提升",
|
|
|
|
|
"_data": "经验升级所需要的数值,是一个数组,可以双击进行编辑。 \n 第一项为初始等级,仅title生效 \n 每一个里面可以含有三个参数 need, title, action \n need为所需要的经验数值,可以是个表达式。请确保need依次递增 \n title为该等级的名称,也可以省略代表使用系统默认值;本项将显示在状态栏中 \n action为本次升级所执行的事件,可由若干项组成"
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
"values": {
|
|
|
|
|
"_type": "object",
|
|
|
|
|
"_data": {
|
|
|
|
|
"lavaDamage": {
|
|
|
|
|
"_leaf": true,
|
|
|
|
|
"_type": "textarea",
|
|
|
|
|
"_data": "血网伤害"
|
|
|
|
|
},
|
|
|
|
|
"poisonDamage": {
|
|
|
|
|
"_leaf": true,
|
|
|
|
|
"_type": "textarea",
|
|
|
|
|
"_data": "中毒伤害"
|
|
|
|
|
},
|
|
|
|
|
"weakValue": {
|
|
|
|
|
"_leaf": true,
|
|
|
|
|
"_type": "textarea",
|
|
|
|
|
"_docs": "衰弱效果",
|
|
|
|
|
"_data": "衰弱状态下攻防减少的数值\n如果此项不小于1,则作为实际下降的数值(比如10就是攻防各下降10)\n如果在0到1之间则为下降的比例(比如0.3就是下降30%的攻防)"
|
|
|
|
|
},
|
|
|
|
|
"redGem": {
|
|
|
|
|
"_leaf": true,
|
|
|
|
|
"_type": "textarea",
|
|
|
|
|
"_docs": "红宝石值",
|
|
|
|
|
},
|
|
|
|
|
"blueGem": {
|
|
|
|
|
"_leaf": true,
|
|
|
|
|
"_type": "textarea",
|
|
|
|
|
"_docs": "蓝宝石值",
|
|
|
|
|
},
|
|
|
|
|
"greenGem": {
|
|
|
|
|
"_leaf": true,
|
|
|
|
|
"_type": "textarea",
|
|
|
|
|
"_docs": "绿宝石值",
|
|
|
|
|
},
|
|
|
|
|
"redPotion": {
|
|
|
|
|
"_leaf": true,
|
|
|
|
|
"_type": "textarea",
|
|
|
|
|
"_docs": "红血瓶值",
|
|
|
|
|
},
|
|
|
|
|
"bluePotion": {
|
|
|
|
|
"_leaf": true,
|
|
|
|
|
"_type": "textarea",
|
|
|
|
|
"_docs": "蓝血瓶值",
|
|
|
|
|
},
|
|
|
|
|
"yellowPotion": {
|
|
|
|
|
"_leaf": true,
|
|
|
|
|
"_type": "textarea",
|
|
|
|
|
"_docs": "黄血瓶值",
|
|
|
|
|
},
|
|
|
|
|
"greenPotion": {
|
|
|
|
|
"_leaf": true,
|
|
|
|
|
"_type": "textarea",
|
|
|
|
|
"_docs": "绿血瓶值",
|
|
|
|
|
},
|
|
|
|
|
"breakArmor": {
|
|
|
|
|
"_leaf": true,
|
|
|
|
|
"_type": "textarea",
|
|
|
|
|
"_docs": "破甲比例",
|
|
|
|
|
"_data": "破甲的比例(战斗前,怪物附加角色防御的x倍作为伤害);可以用怪物的 defValue 覆盖此值。"
|
|
|
|
|
},
|
|
|
|
|
"counterAttack": {
|
|
|
|
|
"_leaf": true,
|
|
|
|
|
"_type": "textarea",
|
|
|
|
|
"_docs": "反击比例",
|
|
|
|
|
"_data": "反击的比例(战斗时,怪物每回合附加角色攻击的x倍作为伤害,无视角色防御);可以用怪物的 atkValue 覆盖此值。"
|
|
|
|
|
},
|
|
|
|
|
"purify": {
|
|
|
|
|
"_leaf": true,
|
|
|
|
|
"_type": "textarea",
|
|
|
|
|
"_docs": "净化比例",
|
|
|
|
|
"_data": "净化的比例(战斗前,怪物附加勇士护盾的x倍作为伤害);可以用怪物的 n 覆盖此值。"
|
|
|
|
|
},
|
|
|
|
|
"hatred": {
|
|
|
|
|
"_leaf": true,
|
|
|
|
|
"_type": "textarea",
|
|
|
|
|
"_docs": "仇恨增值",
|
|
|
|
|
"_data": "仇恨属性中,每杀死一个怪物获得的仇恨值"
|
|
|
|
|
},
|
|
|
|
|
"animateSpeed": {
|
|
|
|
|
"_leaf": true,
|
|
|
|
|
"_type": "textarea",
|
|
|
|
|
"_docs": "全局帧动画时间",
|
|
|
|
|
"_data": "全局帧动画时间,即怪物振动频率,一般300比较合适"
|
|
|
|
|
},
|
|
|
|
|
"moveSpeed": {
|
|
|
|
|
"_leaf": true,
|
|
|
|
|
"_type": "textarea",
|
|
|
|
|
"_docs": "勇士移速",
|
|
|
|
|
"_data": "勇士每一格的移速,默认是100;此项可被用户修改覆盖"
|
|
|
|
|
},
|
|
|
|
|
"statusCanvasRowsOnMobile": {
|
|
|
|
|
"_leaf": true,
|
|
|
|
|
"_type": "select",
|
|
|
|
|
"_select": {
|
|
|
|
|
"values": [1, 2, 3, 4, 5]
|
|
|
|
|
},
|
|
|
|
|
"_docs": "竖状态栏自绘行数",
|
|
|
|
|
"_data": "竖屏模式下,顶端状态栏canvas化后的行数。\n此项将决定竖屏的状态栏高度,如果设置则不小于1且不大于5。\n仅在statusCanvas开启时才有效"
|
|
|
|
|
},
|
|
|
|
|
"floorChangeTime": {
|
|
|
|
|
"_leaf": true,
|
|
|
|
|
"_type": "textarea",
|
|
|
|
|
"_docs": "楼层切换时间",
|
|
|
|
|
"_data": "默认楼层切换时间;当楼层切换没有显式设置时间时将用此值;可以被用户在系统设置内手动修改"
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
"flags": {
|
|
|
|
|
"_type": "object",
|
|
|
|
|
"_data": {
|
|
|
|
|
"statusBarItems": {
|
|
|
|
|
"_leaf": true,
|
|
|
|
|
"_type": "checkboxSet",
|
|
|
|
|
"_checkboxSet": {
|
|
|
|
|
"prefix": [
|
|
|
|
|
"楼层",
|
|
|
|
|
"名字",
|
|
|
|
|
"<br>等级",
|
|
|
|
|
"血限",
|
|
|
|
|
"<br>生命",
|
|
|
|
|
"魔力",
|
|
|
|
|
"<br>攻击",
|
|
|
|
|
"防御",
|
|
|
|
|
"<br>护盾",
|
|
|
|
|
"金币",
|
|
|
|
|
"<br>经验",
|
|
|
|
|
"升级",
|
|
|
|
|
"<br>升级扣除模式",
|
|
|
|
|
"<br>钥匙",
|
|
|
|
|
"绿钥",
|
|
|
|
|
"<br>破炸",
|
|
|
|
|
"负面",
|
|
|
|
|
"<br>技能"
|
|
|
|
|
],
|
|
|
|
|
"key": [
|
|
|
|
|
"enableFloor",
|
|
|
|
|
"enableName",
|
|
|
|
|
"enableLv",
|
|
|
|
|
"enableHPMax",
|
|
|
|
|
"enableHP",
|
|
|
|
|
"enableMana",
|
|
|
|
|
"enableAtk",
|
|
|
|
|
"enableDef",
|
|
|
|
|
"enableMDef",
|
|
|
|
|
"enableMoney",
|
|
|
|
|
"enableExp",
|
|
|
|
|
"enableLevelUp",
|
|
|
|
|
"levelUpLeftMode",
|
|
|
|
|
"enableKeys",
|
|
|
|
|
"enableGreenKey",
|
|
|
|
|
"enablePZF",
|
|
|
|
|
"enableDebuff",
|
|
|
|
|
"enableSkill"
|
|
|
|
|
]
|
|
|
|
|
},
|
|
|
|
|
"_data": "状态栏显示项"
|
|
|
|
|
},
|
|
|
|
|
"autoScale": {
|
|
|
|
|
"_leaf": true,
|
|
|
|
|
"_type": "checkbox",
|
2023-03-14 16:25:40 +08:00
|
|
|
|
"_docs": "自动缩放",
|
|
|
|
|
"_data": "是否自动缩放至合适值"
|
2022-10-16 21:58:52 +08:00
|
|
|
|
},
|
|
|
|
|
"extendToolbar": {
|
|
|
|
|
"_leaf": true,
|
|
|
|
|
"_type": "checkbox",
|
2023-03-14 16:25:40 +08:00
|
|
|
|
"_docs": "画面下方道具栏",
|
|
|
|
|
"_data": "开启后道具栏会被挪动至游戏画面的下方"
|
|
|
|
|
},
|
|
|
|
|
"hideLeftStatusBar": {
|
|
|
|
|
"_leaf": true,
|
|
|
|
|
"_type": "checkbox",
|
|
|
|
|
"_docs": "隐藏左侧状态栏",
|
|
|
|
|
"_data": "是否隐藏左侧状态栏,开启后强制开启画面下方道具栏"
|
2022-10-16 21:58:52 +08:00
|
|
|
|
},
|
|
|
|
|
"flyNearStair": {
|
|
|
|
|
"_leaf": true,
|
|
|
|
|
"_type": "checkbox",
|
|
|
|
|
"_docs": "楼传需在楼梯边",
|
|
|
|
|
"_data": "传送器是否需要在楼梯边使用;如果flyRecordPosition开启,则此项对箭头也有效。"
|
|
|
|
|
},
|
|
|
|
|
"flyRecordPosition": {
|
|
|
|
|
"_leaf": true,
|
|
|
|
|
"_type": "checkbox",
|
|
|
|
|
"_docs": "楼传开平面模式",
|
|
|
|
|
"_data": "传送器平面塔模式;此模式下楼层传送器将飞到上次离开该楼层的位置。"
|
|
|
|
|
},
|
|
|
|
|
"itemFirstText": {
|
|
|
|
|
"_leaf": true,
|
|
|
|
|
"_type": "checkbox",
|
|
|
|
|
"_docs": "首次道具进行提示",
|
|
|
|
|
"_data": "首次获得道具是否提示"
|
|
|
|
|
},
|
|
|
|
|
"equipboxButton": {
|
|
|
|
|
"_leaf": true,
|
|
|
|
|
"_type": "checkbox",
|
|
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"_docs": "状态栏装备按钮",
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"_data": "状态栏的装备按钮。若此项为true则将状态栏中的楼层转换器按钮换为装备栏按钮"
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},
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"enableAddPoint": {
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"_leaf": true,
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"_type": "checkbox",
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"_docs": "开启加点",
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"_data": "是否支持加点"
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},
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"enableNegativeDamage": {
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"_leaf": true,
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"_type": "checkbox",
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"_docs": "开启负伤",
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"_data": "是否支持负伤害(回血)"
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},
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"betweenAttackMax": {
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"_leaf": true,
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"_type": "checkbox",
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"_docs": "夹击不超伤害值",
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"_data": "夹击伤害是否不超过怪物伤害值。"
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},
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"useLoop": {
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"_leaf": true,
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"_type": "checkbox",
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"_docs": "二分临界",
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"_data": "是否循环计算临界;如果此项为true则使用循环法(而不是回合数计算法)来算临界\n从V2.5.3开始,对于大数据的循环法将改为使用二分法进行计算"
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},
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"startUsingCanvas": {
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|
"_leaf": true,
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"_type": "checkbox",
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"_docs": "标题开启事件化",
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"_data": "是否开始菜单canvas化;如果此项为true,则将使用canvas来绘制开始菜单"
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},
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"statusCanvas": {
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"_leaf": true,
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"_type": "checkbox",
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"_docs": "开启自绘状态栏",
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"_data": "是否状态栏canvas化,即手动自定义绘制状态栏。\n如果此项开启,则可在脚本编辑的drawStatusBar中自定义绘制菜单栏。"
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},
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|
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"enableEnemyPoint": {
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|
|
|
|
"_leaf": true,
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"_type": "checkbox",
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"_docs": "定点怪显",
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"_data": "是否开启怪物的定点显示功能,即属性不同的怪物会在怪物手册单列;用户可以手动在菜单栏中开关"
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},
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"enableGentleClick": {
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|
|
|
"_leaf": true,
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|
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"_type": "checkbox",
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"_docs": "允许轻按",
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"_data": "是否允许轻触(获得面前物品)"
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},
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|
|
|
|
"ignoreChangeFloor": {
|
|
|
|
|
"_leaf": true,
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|
|
"_type": "checkbox",
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"_docs": "允许穿透楼梯",
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"_data": "经过楼梯、传送门时是否能“穿透”。\n穿透的意思是,自动寻路得到的的路径中间经过了楼梯,行走时是否触发楼层转换事件"
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|
|
},
|
|
|
|
|
"canGoDeadZone": {
|
|
|
|
|
"_leaf": true,
|
|
|
|
|
"_type": "checkbox",
|
|
|
|
|
"_docs": "允许将死领域",
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|
|
|
|
"_data": "是否允许走到将死的领域上。如果此项为true,则可以走到将死的领域上"
|
|
|
|
|
},
|
|
|
|
|
"enableMoveDirectly": {
|
|
|
|
|
"_leaf": true,
|
|
|
|
|
"_type": "checkbox",
|
|
|
|
|
"_docs": "允许瞬移",
|
|
|
|
|
"_data": "是否允许瞬间移动"
|
|
|
|
|
},
|
|
|
|
|
"enableRouteFolding": {
|
|
|
|
|
"_leaf": true,
|
|
|
|
|
"_type": "checkbox",
|
|
|
|
|
"_docs": "录像折叠",
|
|
|
|
|
"_data": "是否开启录像折叠功能。\n此功能将尽可能的通过优化无损耗反复走的方式来缩短录像,但在某些情况下(尤其是创新向塔中)可能会存在副作用影响录像的正确性。"
|
|
|
|
|
},
|
|
|
|
|
"disableShopOnDamage": {
|
|
|
|
|
"_leaf": true,
|
|
|
|
|
"_type": "checkbox",
|
|
|
|
|
"_docs": "伤害禁用商店",
|
|
|
|
|
"_data": "是否在经过领域/夹击/路障等伤害后禁用快捷商店。"
|
|
|
|
|
},
|
|
|
|
|
"blurFg": {
|
|
|
|
|
"_leaf": true,
|
|
|
|
|
"_type": "checkbox",
|
|
|
|
|
"_docs": "虚化前景层",
|
|
|
|
|
"_data": "是否虚化前景层;如果此项开启,则在游戏中事件层有东西(如宝石等)时虚化前景层。"
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|