tianta/_server/table/data.comment.js

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2022-10-16 21:58:52 +08:00
/*
* 表格配置项
* 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
* 本配置项包括全塔属性的配置项
* 相关文档 _docs/editor.md ~ http://127.0.0.1:1055/_docs/#/editor?id=修改表格
*/
var data_comment_c456ea59_6018_45ef_8bcc_211a24c627dc = {
"_type": "object",
"_data": {
"main": {
"_type": "object",
"_data": {
"floorIds": {
"_leaf": true,
"_type": "textarea",
"_range": "editor.mode.checkFloorIds(thiseval)",
"_docs": "楼层列表",
"_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"
},
"floorPartitions": {
"_leaf": true,
"_type": "event",
"_event": "floorPartition",
"_docs": "分区指定",
"_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"
},
"images": {
"_leaf": true,
"_type": "material",
"_range": "editor.mode.checkImages(thiseval, './project/images/')",
"_directory": "./project/images/",
"_transform": (function (one) {
if (one.endsWith('.png') || one.endsWith('.jpg') || one.endsWith('.jpeg') || one.endsWith('.gif'))
return one;
return null;
}).toString(),
"_docs": "使用图片",
"_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",
},
"splitImages": {
"_leaf": true,
"_type": "event",
"_event": "splitImages",
"_docs": "图片切分",
"_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"
},
"tilesets": {
"_leaf": true,
"_type": "material",
"_range": "editor.mode.checkImages(thiseval, './project/tilesets/')",
"_directory": "./project/tilesets/",
"_transform": (function (one) {
if (one.endsWith('.png'))
return one;
return null;
}).toString(),
"_onconfirm": (function (previous, current) {
// 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
previous = previous || [];
current = current.sort(function (a, b) {
var i = previous.indexOf(a);
var j = previous.indexOf(b);
if (i >= 0 && j >= 0) return i - j;
return j >= 0 ? 1 : -1;
});
return core.subarray(current, previous) == null &&
!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?") ?
previous : current;
}).toString(),
"_docs": "额外素材",
"_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"
},
"animates": {
"_leaf": true,
"_type": "material",
"_range": "editor.mode.checkUnique(thiseval)",
"_directory": "./project/animates/",
"_transform": (function (one) {
if (one.endsWith(".animate")) return one.substring(0, one.lastIndexOf('.'));
return null;
}).toString(),
"_docs": "使用动画",
"_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"
},
"bgms": {
"_leaf": true,
"_type": "material",
"_range": "editor.mode.checkUnique(thiseval)",
"_directory": "./project/bgms/",
"_transform": (function (one) {
if (one.endsWith('.mp3') || one.endsWith('.ogg') || one.endsWith('.wav') || one.endsWith('.m4a') || one.endsWith('.flac'))
return one;
return null;
}).toString(),
"_docs": "使用音乐",
"_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"
},
"sounds": {
"_leaf": true,
"_type": "material",
"_range": "editor.mode.checkUnique(thiseval)",
"_directory": "./project/sounds/",
"_transform": (function (one) {
if (one.endsWith('.mp3') || one.endsWith('.ogg') || one.endsWith('.wav') || one.endsWith('.m4a') || one.endsWith('.flac'))
return one;
return null;
}).toString(),
"_docs": "使用音效",
"_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"
},
"fonts": {
"_leaf": true,
"_type": "material",
"_range": "editor.mode.checkUnique(thiseval)",
"_directory": "./project/fonts/",
"_transform": (function (one) {
if (one.endsWith(".ttf")) return one.substring(0, one.lastIndexOf('.'));
return null;
}).toString(),
"_docs": "使用字体",
"_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"
},
"nameMap": {
"_leaf": true,
"_type": "event",
"_event": "nameMap",
"_docs": "文件别名",
"_data": "文件别名设置目前仅对images, animates, bgms, sounds有效。"
},
"levelChoose": {
"_leaf": true,
"_type": "event",
"_event": "levelChoose",
"_docs": "难度分歧",
"_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"
},
"equipName": {
"_leaf": true,
"_type": "textarea",
"_range": "(thiseval instanceof Array)||thiseval==null",
"_docs": "装备孔",
"_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。"
},
"startBgm": {
"_leaf": true,
"_type": "material",
"_directory": "./project/bgms/",
"_transform": (function (one) {
if (one.endsWith('.mp3') || one.endsWith('.ogg') || one.endsWith('.wav') || one.endsWith('.m4a') || one.endsWith('.flac'))
return one;
return null;
}).toString(),
"_onconfirm": (function (previous, current) {
if (current.length == 0) return null;
return current[0];
}).toString(),
"_docs": "标题音乐",
"_data": "在标题界面应该播放的bgm内容"
},
"styles": {
"_leaf": true,
"_type": "event",
"_event": "mainStyle",
"_docs": "主样式",
"_data": "主要样式设置,包括标题、按钮、状态栏等的背景色等"
}
}
},
"firstData": {
"_type": "object",
"_data": {
"title": {
"_leaf": true,
"_type": "textarea",
"_string": true,
"_docs": "游戏名",
"_data": "游戏名,将显示在标题页面以及切换楼层的界面中"
},
"name": {
"_leaf": true,
"_type": "textarea",
"_string": true,
"_range": "/^[a-zA-Z0-9_]{1,30}$/.test(thiseval)",
"_docs": "唯一英文标识符",
"_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"
},
"version": {
"_leaf": true,
"_type": "textarea",
"_string": true,
"_docs": "游戏版本",
"_data": "当前游戏版本;版本不一致的存档不能通用。"
},
"floorId": {
"_leaf": true,
"_type": "select",
"_select": {
"values": data_a1e2fb4a_e986_4524_b0da_9b7ba7c0874d.main.floorIds
},
"_range": "data_a1e2fb4a_e986_4524_b0da_9b7ba7c0874d.main.floorIds.indexOf(thiseval)!==-1",
"_docs": "初始楼层",
"_data": "初始楼层的ID"
},
"hero": {
"_type": "object",
"_data": {
"image": {
"_leaf": true,
"_type": "select",
"_select": {
"values": [null].concat(Object.keys(editor.core.material.images.images).filter(function (name) {
return name.endsWith('.png');
}))
},
"_data": "行走图"
},
"animate": {
"_leaf": true,
"_type": "checkbox",
"_docs": "帧动画",
"_data": "是否开启停止状态和对话框的帧动画"
},
"name": {
"_leaf": true,
"_type": "textarea",
"_string": true,
"_data": "勇士名"
},
"lv": {
"_leaf": true,
"_type": "textarea",
"_range": "thiseval==~~thiseval &&thiseval>0",
"_data": "初始等级"
},
"hpmax": {
"_leaf": true,
"_type": "textarea",
"_data": "生命上限"
},
"hp": {
"_leaf": true,
"_type": "textarea",
"_data": "初始生命"
},
"manamax": {
"_leaf": true,
"_type": "textarea",
"_docs": "魔力上限",
"_data": "魔力上限此项非负才会生效null或小于0都不会生效"
},
"mana": {
"_leaf": true,
"_type": "textarea",
"_data": "初始魔力"
},
"atk": {
"_leaf": true,
"_type": "textarea",
"_data": "初始攻击"
},
"def": {
"_leaf": true,
"_type": "textarea",
"_data": "初始防御"
},
"mdef": {
"_leaf": true,
"_type": "textarea",
"_data": "初始护盾"
},
"money": {
"_leaf": true,
"_type": "textarea",
"_data": "初始金币"
},
"exp": {
"_leaf": true,
"_type": "textarea",
"_data": "初始经验"
},
"equipment": {
"_leaf": true,
"_type": "textarea",
"_hide": true,
"_range": "thiseval instanceof Array",
"_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",
"_docs": "自动缩放最大化",
"_data": "是否自动缩放最大化,关闭后不再最大化"
},
"extendToolbar": {
"_leaf": true,
"_type": "checkbox",
"_docs": "横屏隐藏状态栏",
"_data": "在横屏状态下是否隐藏左侧状态栏从而获得仿RM的沉浸式体验"
},
"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",
"_docs": "状态栏装备按钮",
"_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"
},
"enableAddPoint": {
"_leaf": true,
"_type": "checkbox",
"_docs": "开启加点",
"_data": "是否支持加点"
},
"enableNegativeDamage": {
"_leaf": true,
"_type": "checkbox",
"_docs": "开启负伤",
"_data": "是否支持负伤害(回血)"
},
"betweenAttackMax": {
"_leaf": true,
"_type": "checkbox",
"_docs": "夹击不超伤害值",
"_data": "夹击伤害是否不超过怪物伤害值。"
},
"useLoop": {
"_leaf": true,
"_type": "checkbox",
"_docs": "二分临界",
"_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"
},
"startUsingCanvas": {
"_leaf": true,
"_type": "checkbox",
"_docs": "标题开启事件化",
"_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"
},
"statusCanvas": {
"_leaf": true,
"_type": "checkbox",
"_docs": "开启自绘状态栏",
"_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。"
},
"enableEnemyPoint": {
"_leaf": true,
"_type": "checkbox",
"_docs": "定点怪显",
"_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"
},
"enableGentleClick": {
"_leaf": true,
"_type": "checkbox",
"_docs": "允许轻按",
"_data": "是否允许轻触(获得面前物品)"
},
"ignoreChangeFloor": {
"_leaf": true,
"_type": "checkbox",
"_docs": "允许穿透楼梯",
"_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"
},
"canGoDeadZone": {
"_leaf": true,
"_type": "checkbox",
"_docs": "允许将死领域",
"_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。"
}
}
}
}
}