2022-10-16 21:58:52 +08:00
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main.floors.sample0=
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{
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2022-10-21 23:00:12 +08:00
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"floorId": "sample0",
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"title": "样板 0 层",
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"name": "0",
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"canFlyTo": false,
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"canUseQuickShop": true,
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"defaultGround": "ground",
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"images": [],
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"bgm": "bgm.mp3",
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"item_ratio": 2,
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"map": [
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[ 0, 0,220, 0, 0, 20, 87, 3, 65, 64, 44, 43, 42],
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[ 0,246, 0,246, 0, 20, 0, 3, 58, 59, 60, 61, 41],
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[219, 0, 0, 0,219, 20, 0, 3, 57, 26, 62, 63, 40],
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[ 20, 20,125, 20, 20, 20, 0, 3, 53, 54, 55, 56, 39],
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[216,247,263,235,248, 6, 0, 3, 49, 50, 51, 52, 38],
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[ 6, 6,125, 6, 6, 6, 0, 1, 45, 46, 47, 48, 37],
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[224,254,212,262,204, 5, 0, 1, 31, 32, 34, 33, 36],
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[201,261,217,264,207, 5, 0, 1, 27, 28, 29, 30, 35],
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[ 5, 5,125, 5, 5, 5, 0, 1, 21, 22, 23, 24, 25],
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[ 0, 0,237, 0, 0, 0, 45, 1, 1, 1,121, 1, 1],
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2022-10-16 21:58:52 +08:00
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[ 4, 4,133, 4, 4, 4, 0, 0, 0, 0, 0, 85,124],
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2022-10-21 23:00:12 +08:00
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[ 87, 11, 12, 13, 14, 4, 4, 2, 2, 2,122, 2, 2],
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2022-10-16 21:58:52 +08:00
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[ 88, 89, 90, 91, 92, 93, 94, 2, 81, 82, 83, 84, 86]
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],
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2022-10-21 23:00:12 +08:00
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"firstArrive": [
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"\t[样板提示]首次到达某层可以触发 firstArrive 事件,该事件可类似于RMXP中的“自动执行脚本”。\n\n本事件支持一切的事件类型,常常用来触发对话,例如:",
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"\t[hero]\b[up,hero]我是谁?我从哪来?我又要到哪去?",
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"\t[仙子,fairy]你问我...?我也不知道啊...",
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"本层主要对道具、门、怪物等进行介绍,有关事件的各种信息在下一层会有更为详细的说明。"
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],
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"events": {
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"10,9": [
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"\t[老人,man]这些是本样板支持的所有的道具。\n\n道具分为三类:items, constants, tools。\nitems 为即捡即用类道具,例如宝石、血瓶、剑盾等。\nconstants 为永久道具,例如怪物手册、楼层传送器、幸运金币等。\ntools 为消耗类道具,例如破墙镐、炸弹、中心对称飞行器等。\n\n后两类道具在工具栏中可以看到并使用。",
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"\t[老人,man]\b[up]有关道具效果,定义在items.js中。\n目前大多数道具已有默认行为,如有自定义的需求则需在items.js中修改代码。",
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"\t[老人,man]constants 和 tools 各最多只允许12种,多了会导致图标溢出。",
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"\t[老人,man]\b[up]拾取道具结束后可触发 afterGetItem 事件。\n\n有关事件的各种信息在下一层会有更为详细的说明。",
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{
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2022-10-21 23:00:12 +08:00
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"type": "hide",
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"time": 500
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}
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2022-10-16 21:58:52 +08:00
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],
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2022-10-21 23:00:12 +08:00
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"10,11": [
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"\t[老人,woman]这些是门,需要对应的钥匙打开。\n机关门必须使用特殊的开法。",
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"\t[老人,woman]开门后可触发 afterOpenDoor 事件。\n\n有关事件的各种信息在下一层会有更为详细的说明。",
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{
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"type": "hide",
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"time": 500
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}
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],
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"2,10": [
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"\t[少女,npc0]这些是路障、楼梯、传送门。",
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"\t[少女,npc0]血网的伤害数值、中毒后每步伤害数值、衰弱时攻防下降的数值,都在 data.js 内定义。\n\n路障同样会尽量被自动寻路绕过。",
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"\t[少女,npc0]楼梯和传送门需要在changeFloor中定义目标楼层和位置,可参见样板里已有的的写法。",
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{
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"type": "hide",
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"time": 500
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}
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],
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"2,8": [
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"\t[老人,magician]这些都是各种各样的怪物,所有怪物的数据都在enemys.js中设置。",
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"\t[老人,magician]这批怪物分别为:普通、先攻、魔攻、坚固、2连击、3连击、4连击、破甲、反击、净化。",
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"\t[老人,magician]打败怪物后可触发 afterBattle 事件。\n\n有关事件的各种信息在下一层会有更为详细的说明。",
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{
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"type": "hide",
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"time": 500
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}
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],
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"2,5": [
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"\t[老人,magician]模仿、吸血、中毒、衰弱、诅咒。\n\n请注意吸血怪需要设置value为吸血数值,可参见样板中黑暗大法师的写法。",
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{
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"type": "hide",
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"time": 500
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}
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],
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"2,3": [
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"\t[老人,magician]领域、夹击。\n请注意领域怪需要设置value为伤害数值,可参见样板中初级巫师的写法。",
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"\t[老人,magician]夹击和领域同时发生时先计算领域,再夹击。\n自动寻路同样会尽量绕过你设置的这些点。",
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{
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"type": "hide",
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"time": 500
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}
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],
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"12,10": {
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"enable": false,
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"data": [
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"\t[仙子,fairy]只有楼上启用事件后,才能看到我并可以和我对话来触发事件。",
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2022-10-16 21:58:52 +08:00
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{
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"type": "hide",
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"time": 500
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}
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]
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2022-10-21 23:00:12 +08:00
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}
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},
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"changeFloor": {
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"6,0": {
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"floorId": "sample1",
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"stair": "downFloor"
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2022-10-16 21:58:52 +08:00
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},
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2022-10-21 23:00:12 +08:00
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"0,11": {
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"floorId": "sample0",
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"loc": [
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0,
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12
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]
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2022-10-16 21:58:52 +08:00
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},
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2022-10-21 23:00:12 +08:00
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"0,12": {
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"floorId": "sample0",
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"stair": "upFloor"
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},
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"1,12": {
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"floorId": "sample0",
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"loc": [
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1,
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12
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2022-10-16 21:58:52 +08:00
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]
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},
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2022-10-21 23:00:12 +08:00
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"2,12": {
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"floorId": "sample0",
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"loc": [
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2,
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12
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2022-10-16 21:58:52 +08:00
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]
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},
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2022-10-21 23:00:12 +08:00
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"3,12": {
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"floorId": "sample0",
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"loc": [
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6,
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1
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2022-10-16 21:58:52 +08:00
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],
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2022-10-21 23:00:12 +08:00
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"direction": "up"
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},
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"4,12": {
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"floorId": "sample0",
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"loc": [
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0,
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9
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],
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"direction": "left",
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"time": 1000
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2022-10-16 21:58:52 +08:00
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},
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2022-10-21 23:00:12 +08:00
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"5,12": {
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"floorId": "sample0",
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"loc": [
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6,
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10
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],
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"time": 0,
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"portalWithoutTrigger": false
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},
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"6,12": {
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"floorId": "sample0",
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"loc": [
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10,
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10
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],
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"direction": "left",
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"time": 1000
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}
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},
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"afterBattle": {
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"2,6": [
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"\t[ghostSkeleton]不可能,你怎么可能打败我!\n(一个打败怪物触发的事件)"
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]
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},
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"afterGetItem": {
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"11,8": [
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"由于状态栏放不下,绿钥匙和铁门钥匙均视为tools,放入工具栏中。\n碰到绿门和铁门仍然会自动使用开门。"
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],
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"8,6": [
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"由于吸血和夹击等的存在,血瓶默认自动被绕路。\n你可以修改data.js中的系统Flag来设置这一项。"
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],
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"8,7": [
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"如需修改消耗品的效果,请前往 data.js ,找到并修改values内对应的具体数值即可。\n如果有更高级的需求(如每个区域宝石数值变化),详见doc文档内的做法说明。"
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],
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"10,7": [
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"在 data.js 的系统Flag中设置是否启用魔防。\n如果不启用魔防则不会在状态栏显示。"
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],
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"9,5": [
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"每层楼的 canFlyTo 决定了该楼层能否被飞到。\n\n不能被飞到的楼层也无法使用楼层传送器。",
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"飞行的楼层顺序由 main.js 中 floorIds 加载顺序所决定。\n\n是否必须在楼梯边使用楼传器由 data.js 中的系统Flag所决定。"
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],
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"10,5": [
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"破墙镐是破面前的墙壁还是四个方向的墙壁,由data.js中的系统Flag所决定。"
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],
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"8,4": [
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"炸弹是只能炸面前的怪物还是四个方向的怪物,由data.js中的系统Flag所决定。\n如只能炸前方怪物则和上面的圣锤等价。\n不能被炸的怪物在enemys中可以定义,可参见样板里黑衣魔王和黑暗大法师的写法。"
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],
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"10,4": [
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"“上楼”和“下楼”的目标层由 main.js 的 floorIds顺序所决定。"
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],
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"9,2": [
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"该道具默认是大黄门钥匙,如需改为钥匙盒直接修改 data.js 中的系统Flag即可。"
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],
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"10,2": [
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"屠龙匕首目前未被定义,可能需要自行实现功能。\n有关如何实现一个道具功能参见doc文档。"
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]
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},
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"afterOpenDoor": {
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"11,12": [
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"你开了一个绿门,触发了一个afterOpenDoor事件"
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]
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},
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"cannotMove": {},"ratio": 1,"ratio": 1,
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"cannotViewMap": true,
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"bgmap": [
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],
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"fgmap": [
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2022-10-16 21:58:52 +08:00
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],
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}
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